overview

This is a Food Menu App designed for people with ages in 20s and 30s. User can order food and wait at home, when order is ready, he/she can go and have meal.

Team Members

None

Duration

3 Months

Goal Statement

This food ordering app, Dine Out, will help users stay ahead of the waiting queue that orders food right from home and by the time the food is ready user go drive to restaurant and have meal.

My Role

User Experience Researcher
  • Conducted interviews and surveys
  • Conducted research
  • Targetted pain points
User Experience Designer
  • Responsible for developing lo-fi interfaces
  • Conducted Usability Testing, integrated feedback into designs
User Interface Designer
  • Created high fidelity mockups of digital interfaces
  • Usability Testing and Iteration

Background

In usual scenerio, a person visits restaurant. It takes him 15 minutes of average time to drive, 25 minutes of average waiting time for table to be booked, 10 mins of average time for food to arrive after the order is given.

Rather, by using dine out person can order food from home itself. A unique feature of "Dine Out" will tell balance time to arrive and number of table in queue. After that time, person has to visit restaurant and enjoy the meal. No waiting time for table. No waiting time for food.

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The Process

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Research

  • Understanding the problem
  • Gathering insights
  • Goals and Requirements
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Ideation

  • Conceptualizing solutions
  • Crazy Eights
  • Narrowing scope
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Usability Testing

  • Gaining user perspective
  • Re-evaluating solution based on feedback
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Design & Prototype

  • Interface Designing
  • Creating interactive prototypes

Research

Our research phase consisted mainly of comparative analysis and semi-formal interviews. Knowing how the current solutions were failing was essential to understanding how to move forward. Accounting for those failures would also guide the direction of our design process.

Semi-Formal Interviews

Conducted 4 semi structured interviews as this was during the discovery phase and we wanted to learn about the problem space.

Personas

Persona 1 : Bella
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Persona 2 : Emily
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User Journey Map

Persona : Bella

Goal: Order food from home and give best offers and different food prizes.
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Ideation

Taking the design requirements, I then began to ideate various scenarios, outlining the ideal interaction that would serve as the basis of the design solution. This, in turn, gave insights into the features that would be present in the application, and problems that we could solve through our design.

Story Board

Scenerio

Rohit Verma and Priyanka Verma are a working couple. They stay busy throughout the day. They have an important meeting right after having the meal. Hence, they decided to dine out of their house. But they were so frustrated waiting in the queue to book the tables. So, they thought of using an app that helps them get rid of this. They ordered food via food ordering app, placed the order and had their meal earlier then usual. Hence, they saved a lot of time.

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User Flow

Referring back to the problem statement, I decided to narrow down the goal of this project due to time constraints. After finalizing this new direction, an user flow was made that detailed how the functions were spread across the application.

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Starting the design

Wireframes and Paper Prototypes

Creating wireframes helped get a better feel of Dine Out and the various flows a user could take. These wireframes then got converted into low fidelity prototypes based on three key user flows that I decided would be the basis of usability testing.

Low Fidelity

Using the completed set of digital wireframes, I created a low-fidelity prototype. The primary user flow that I connected was building and ordering a Food before user reaches restaurants, so the prototype could be used in a usability study.

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Usability Testing

I ran 2 rounds of usability testing, each time iterating the designs to include the feedback. It was important to hear what my users had to say in order to eliminate preconceived biases that had emerged from the research and ideation phases.

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Insight Identification
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Study Type

Guerilla Testing

Location

India

Participants

5

Length

1 week

Visual Design

Pivoting Design Choices

The initial intent was to make it recognizable and familiar to the audience. However, to create Dine Out's own brand identity, I decided to further this class project and explore this sentiment.

Font

I chose Mulish due to its readability and familiarity. I didn't want to strain the users’ eyes and so we provided a simple visual hierarchy by using font size and weight to distinguish headings, sub headings, body texts and additional information.

Colour

The main colours were used for all the background fills, division lines and boxes. Black accent was used to indicate essential information.

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Essentials
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Final Designs


Check out the complete Figma file
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Reflection

Being the first end to end design project I learned a lot from this experience. This project was my entry point into the world of design which is why I was so passionate to go and design Dine Out after the completion of my class. That being said, here are some key points that I learned:

1. Feedback
  • Learning to distinguish good and bad feedback.
  • I can receive contradictory feedback, in which case I have to evaluate opportunity cost.
  • I don't have to implement every piece of feedback I receive. It has to cater to the scope of my project and problem statement.

2. Usability Testing
  • Going through 4 rounds of usability testing helped me get an understanding of how to properly conduct a test.
  • Knowing when to help/nudge a user in the right direction without being too obvious.
  • Analyzing feedback made me understand the concept of implicit bias


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