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SunnySide
Beachside Snack App

Project Overview

SunnySide is a to-go order app for a beachside snack shack in Honolulu, HI, which helps hungry beachgoers quickly and easily order and pick up tasty and nutritious beach-side snacks & drinks, so they can get back to playing in the sun.

Project Duration: 

8 months

The Product: 

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The Problem

There are few nutritious & tasty snack options available beach-side.

Beachgoers want to re-fuel in a healthy way (but splurge a little too) without standing in line, so they can keep enjoying their fun at the beach! 

The Goal

To create an easy-to-use app that allows beachgoers to order and pick up delicious & nutritious options, so their fun in the sun is not interrupted.

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My Role:

UX Researcher & Designer

Responsibilities

User Research

Wireframing

Prototyping

User Testing

Understanding the User

User Research
Personas
Problem Statements
User Journey Maps

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Primary Research: User Research Summary

I conducted qualitative research interviewing 5 participants, in order to understand the problems beachgoers face. 

 

I anticipated that users would be interested in junk food and alcoholic beverages, but quickly discovered that target users need:

 

  • Refreshing & delicious food and drink items to fuel, hydrate, and entice the senses

  • Local specialties, responsibly sourced items, “claims” and nutritional facts

  • A seamless and intuitive ordering experience

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User Research: Pain Points

1

Nutritious Offerings

Users care about identifiers such as nutritional content, local and local specialty food, responsible sourcing, and claims like Vegan, Gluten Free, etc.

2

Intuitive Design

Design must be simple and easy to use with an easy

check-out process

3

Accessibility

Design must be accessible

4

Clarity

Pick-up instructions must be clear

User Personas Example: Alizay

Problem Statement

Alizay  is a health-minded and tech savvy user

who needs nutritious options because it’s important to them to eat mindfully.

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User Journey Map

Alizay’s goals are to find healthy food options, experience a smooth ordering process, find an accessible walkable path and make sure her order is correct at pick up.

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Understanding
the Landscape

Competative Audit

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Primary Research: Competitive Audit Summary

The competitive audit report of the Waikiki Beach area (where the snack shack would be based) revealed:

 

  • very few beachside snack shops exist

 

  • only 1 had nutritious items

 

  • none had a to-go order app

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Competitive Audit

Competitive audit goal: Compare the overall experience of each competitor’s site including general information, first impressions, interaction, visual design and content with the focus on the users' ordering experience.

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SunnySide

Competitor 3

Competitor 1

Competitor 2

Image: Exerpt from the full audit

Starting the Design

Paper wireframes

Digital wireframes

Low-fidelity prototype

Usability studies

Paper Wireframes

Goals: create a home screen design that is

  • easy to shop

  • visually appealing

  • intuitive to use

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Digital WireframesCart

Goal: make existing selections simple to spot, review and add/remove items seamlessly

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Cart summary lets the user know the exact details of  what they added to their cart before check out

Keep Browsing and You Might Like allow the user seamlessly to continue adding  more items to cart and give ideas of things to try

Digital WireframesConfirmation

Goals:  include the following on the confirmation page: 

  • clear and concise text the order was received

 

  • when and where it can be picked up

 

  • a tone of excitement while the user waits for their food

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Casual friendly  tone to help put user in a positive mood for their upcoming order

Confirmation text to let user know order is received

Details about the order pick up to help user expectations

Low-Fidelity Prototype 

Link to low-fidelity prototype

 

The main user flow:

 

home--menu item--cart--checkout--order summary--payment--confirmation--home

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Usability Studies:  Study 1 (Lo Fi)  &  Study 2 (Hi Fi)

Research Questions

 

Q1: Determine if users can complete core tasks within the prototype of the snack ordering app. 


Q2: Determine if the app is difficult or easy to use.

Participants

 

Study 1

2 males, 2 females, and one nonbinary individual, between the ages of 20 and 75. 1  participant is a person with a cognitive disability.

 

Study 2

2 males, 2 females, and one nonbinary individual, between the ages of 20 and 75. 1  participant is a person with a visual disability.

Methodology

 

Length: 10-15 minute sessions

 

Location: conducted remotely

 

Format: moderated usability study

Objective: Users were asked to complete tasks in a low fidelity, and later in high fidelity prototype to evaluate usability of the product.

Usability Studies:  Findings

Round 1

 

 ASAP vs. LATER scheduling was necessary but confusing to most users

All users disliked filling out payment information

Most users found issues on the profile screen

1
2
3

Round 2

 

Users wanted to pick their own date/time in the scheduling portion

Users felt it would be beneficial to see a screen progress bar

The text and icons need to be enlarged for optimized accessibility

1
2
3

Refining the Design

Mockups

Hi-fidelity prototype

Accessibility

Mockups: Scheduling

Before

the scheduling screen was a bit muddled

 

After

the usability study helped clarify  simple and straightforward selections for  scheduling

Before

After

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Mockups: Item Added

Before

there was no clear indication item was added to cart, besides taking user to cart

 

After

notification and success message clarified the action

Before

After

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Mockups: Home Screen

Before

Search bar was unnecessary for such a curated small menu;

Images and descriptions were hard to read.

 

After

Larger item descriptions, affixed navigation bars when scrolling, larger text.

Before

After

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Accessibility Considerations

Principles of inclusive design were used in order to make the design visually accessible including high contrast color schemes and large font sizes

1
2

The Figma Prototype is accessible in Beta mode via supported screen readers

3

CTA buttons are made large to allow for easy touch points for people with limited motor functions

Going Forward

Takeaways

Next Steps

Takeaways

Impact: 

 

Users successfully navigated the Hi-Fi prototype and expressed that the design was easy to use, sharing that it would be useful to them it in real life.

Quotes:

"I think it's great. It's fairly easy and makes sense. I would definitely use it in real life."

"I would definitely use this, especially if there were cocktails that you can order"

"Yeah, I would use it in real life if it 

was a place I already wanted to go to."

“Last time I was at the beach… it felt like a chore to put on my shoes and go wait in line, so this idea appeals to me".

"I think it's great. Especially if it's right there on the beach!"

What I learned

Stand Out Findings:

users want the check out process to be as quick and easy as possible and strongly dislike filling in fields like

credit card info

users really appreciated seeing nutritional facts information, a clear list of ingredients and allergens

item reviews by other customers are a vital consideration for users when deciding what to order

users would prefer the option for the food to be delivered to them on the beach but still considered pick up a better alternative than placing the order in person

while healthy food is a priority, having guilty pleasure items was very welcomed by most users

Next Steps

As a next step, users seemed to think that delivery to them would be even better, so research on how to best make beachside delivery an easy experience is reccomended

1
2

More user flows can be built out to fully simulate the app experience

3

More research can be done to better understand user’s dietary restrictions and how to best navigate these in the ordering flow

The End!
Thank you for reading!

Ready to chat? Just reach out!

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