Introduction Slide -UIUX Case Study for Fridge - A grocery management app with Image of a hand holding a phone with the Fridge app splash screen.

Design For Good

This case study explores the end to end conceptual design process, involving both small team collaboration and individual work, as part of an intensive UI/UX Design course through the University of Wisconsin.

My Role

Topic Research*

Competitive Analysis*

User Interviews*

Affinity Map*

Persona*

User Flow*

Wireframes

Mid-Fi Mockups & Prototype

Style Guide*

Usability Testing

High-Fi Mockups & Prototype

User Testing

Tool Kit

Adobe Photoshop Icon
Figma Icon
Adobe Illustrator Icon

* collaborative

I contributed substantially to the items listed as collaborative. I did not include the elements completed entirely by others on the team. 

Design Prompt

Design a product that could have a positive impact on the environment

Problem Statement

Americans are throwing away billions of pounds of food each year for many reasons. If we can solve a fraction of this problem, the impact would be substantial; It would reduce water consumption, carbon emissions, and chemical usage.

HMW

“How might we help consumers reduce food waste in their households?”

Timeline that shows the time spent on each task over the 8 week project timeline

Competitive Analysis

We researched four digital products currently on the market that offer services related to food tracking, planning, and waste prevention  

Table comparing four attributes of four products

User Interviews

I conducted 4 conversational phone interviews. Our group completed a total of 14 user interviews. Our goal was to identify pain points and gain a deeper understanding of household food waste and to help inform group decisions on app functionality and features.

Questions

How often do you shop for food?

How many people live in your household and what are their ages?

How many meals a week do you prepare at home?

Can you talk about any planning or tracking you do related to the purchase or preparations of meals throughout your week?

Do you spend time thinking about food waste? If so, how do you address it or try to minimize it?

When you cook at home, who are you cooking for and what are you preparing?

Can you talk about how food waste impacts your household?

What types of food would you say get thrown away the most?

Affinity Mapping

We started by identifying our users as low, medium, or high waste.

Image with multicolored groups of text boxes organized into three groups; low waste, medium waste, and high waste

Findings & Insights

Almost half of users interviewed believe they create little to no food waste – these users meal plan most regularly.

The most common reason for waste is forgotten items.

The second most common reason is food spoiling before it’s planned usage.

These reasons line up directly with consumers that shop once a week or less

 We then grouped like answers to each question to identify trends.

Eight cards with like answers to user interview questions grouped together

Persona

Using our data compiled from our interviews, we created a persona for someone that has current food waste levels that could potentially be reduced via a digital solution. I worked primarily on the content & layout, another team member handled the imagery. 

Project Direction

Research Insights

Assumptions

Americans are concerned with and want to reduce food waste
Almost half put themselves in a no-waste category, 2/3 if you include low waste. Could be a lack of awareness & understanding of the problem

Food waste is due in-part to the over purchasing of food
This was mentioned by multiple users as a contributing factor.

Forgotten items leads to waste
This was identified as the largest contributor to waste.

MVP

We created a top-level list of app features.    The project brief required the design and prototyping of a singular user flow.

At this point it was time to decide what kind of digital product we were going to design. It was a fairly straightforward decision

A mobile first approach starting with a native app would be more versatile and physically accessible than a website.

User Flow

Add an item to the Inventory using a barcode scanner

User Flow diagram

Low Fidelity Wireframes

a few pens, markers, and a sketch book get the ideas flowing

Hand drawn image of the add item pop-up screen of an app on a phone
Hand drawn image of the main landing screen of an app on a phone
Hand drawn image of the inventory landing screen of an app on a phone
Hand drawn image of the barcode scanner screen of an app on a phone

Mid Fidelity Wireframes

Next up – get those ideas from paper into Figma

While building these designs I focused on

Layout  –  Ease of Use  –  Component Building  –  Information Architecture

Phone showing a wireframe version of an application's Main Landing screen
Phone showing a wireframe version of an application's Splash screen
Phone showing a wireframe version of an application's Main Inventory screen
Phone showing a wireframe version of an application's Add Item Pop-up screen
Phone showing a wireframe version of an application's Main Inventory screen
Phone showing a wireframe version of an application's Barcode Scanner Camera screen

Wireframe Prototype

Once the wireframes were built it was time to prototype them so I could test the app with potential users. The prototype is for the user flow of adding an item to the inventory using the barcode scanner.

Usability Testing

Goal

Test the user flow for functionality and intuitive design at the wireframe stage

Task

Add an item to the inventory using the barcode scanner

Success

The user is able to navigate the prototype with ease and successfully add an item to their inventory

Why

Gather insight from users to understand pain points, likes, dislikes, & overall response to the application

Results

5 moderated user tests were conducted. All 5 participants completed the task easily. 1 of the 5 had minor troubles due to forgetting the initial instructions, but completed the task easily once reminded of the instructions.

Key Insights

The shortcut area at the top of the screen was the first thing every tester noticed and the location and function were well received. 

The Track your Trash feature was mentioned by every tester. It generated lots of curiosity and interest. 

The simplicity and ease of use was specifically mentioned by multiple testers. Overall, the design proved successful.

Takeaways

The space at the top of the screen is highly important and should be utilized accordingly.

The Track your Trash feature is a definite keep in the final product.

Tasks that are most common to the overall usage of the app should require as few clicks/steps as possible

Design Opportunities

There were a few excellent suggestions for design opportunities. One was to add tracking of which store items are purchased from, the preferred store for items on the shopping list, and the price paid for an item.

Another great suggestion was to modify slightly the location of the shortcut area. If they were at the very top it would create better proximity between the page heading buttons and content.

An app function guide that explains each section, screen, button, tool, etc. on first usage of the app would be beneficial, along with a help or learning section that can be accessed at anytime.

Wireframe Iterations

The arrows show the areas where changes have been made

Moved shortcuts to the top to improve the proximity of the heading buttons and main content 

Increased spacing of cards

Decreased size of shortcut icons to allow more space for main content

Phone showing a wireframe version of an application's Main Landing screen
Phone showing a wireframe version of an application's Main Landing screen
Phone showing a wireframe version of an application's Main Landing screen
Phone showing a wireframe version of an application's Main Inventory screen
Phone showing a wireframe version of an application's Main Inventory screen
Phone showing a wireframe version of an application's Main Inventory screen

Added ability to track cost and purchase location

Adjusted spacing & sizing to improve balance and give little more breathing room 

Phone showing a wireframe version of an application's Main Inventory screen
Phone showing a wireframe version of an application's Main Inventory screen

Style Guide

The style guide for this project is a combination of group and individual work.

The primary color palate, typography, & logo were created collaboratively.

The majority of the design choices were individual. 

Image of Fridge's design style guide with examples of text, color, icons, actions, forms, and Images used in the application

High Fidelity Mockups

Phone showing a mockup of an application's Main Inventory screen
Phone showing a mockup of an application's Barcode Scanner Camera screen
Phone showing a mockup of an application's Main Landing screen
Phone showing a mockup of an application's Add Item Pop-up screen
Phone showing a mockup of an application's create item screen.

Fridge Prototype

Thank You!

I really appreciate you taking the time to scroll all the way down here to check out my case study. I’d be grateful to hear your feedback. 

Let's get in touch!

Thank You!

I really appreciate you taking the time to scroll all the way down here to check out my case study. I’d be grateful to hear your feedback. 

Let's get in touch!

Get in touch!

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