Project Duration: June - August 2024
My Roles: UX research, UX/UI design (LEAD)
Tool: Figma
Espresso-A-Go-Go is a quaint, family-owned coffee house serving the Old Towne neighborhood in the city of Orange, CA. Due to customer requests, the owners of the shop would like to have an online ordering system in place that will meet the demands of their growing clientele.
I am designing an online ordering app for the Espresso-A-Go-Go coffee house that will allow users to easily and efficiently order their favorite food and beverage items ahead of time, and for pick up at their convenience.
I conducted user research while surveying participants between the ages of 18-65, whom live in suburban or metropolitan areas, representing various genders and abilities, and use an online ordering system to order food and/or drink at least once per week. My goals while conducting research were to understand common challenges users face when using an online ordering service, and identify frustrations users experience during the process of ordering from a restaurant or cafe. The survey questions asked participants to describe their current schedule, the frequency of which they order from a restaurant or cafe, the challenges they face during the ordering process, and how these challenges make them feel.
I compiled the information I gathered from the survey participants into an empathy map of aggregated users to get a more accurate read on the overall reactions, opinions, and experiences of those surveyed. I was then able to pull out specific pain points, and generate a user persona that would guide me through the ideation process. Finally, I reviewed my user story, persona and journey map to ensure they were based solely on user research, free from biases or assumptions.
Empathy map:
No confirmation screen: Users want to confirm their order is correct, along with the exact costs, before sending it off to the restaurant.
Ordering process is too long and/or confusing: Users do not want to waste their time searching for navigation buttons that are not readily apparent. Current apps lack prompting, or instruction, for user’s next steps.
No option for quick "reorder": Users want to be able to reorder the same drink quickly and easily, without having to repeat time-consuming steps each time. Current apps lack a “save item for future reorder” function.
Lack of photos and/or item description: Users are overwhelmed by either a lack of item description, or too much description, and would benefit from having pictures of each menu option next to the item description.
I created a user journey map to show Caroline's experience of placing her online order, and picking up from the coffee shop. Mapping Caroline’s user journey revealed how helpful it would be for users to have a “reorder” button, in which they could quickly and easily place an order for items they have previously purchased. Another insight is that users could benefit from being able to schedule a reasonable pickup time for their order, and receive a notification when their order is complete.
I conducted a competitive audit, which allowed me to learn about the successes and shortcomings of other similar products already on the market. I also read user reviews to learn what people enjoy most about these products, as well as their frustrations.
I created a Big Picture storyboard using my user persona, Caroline, as the subject. I considered Caroline's user journey, needs and concerns as I imagined how this new app could make a positive impact in her day to day activities. I then created a Close-Up storyboard to envision the user flow (how the user will interact with and move though) the app.
Using my paper wireframes as a guide, I created digital wireframes in Figma. It was exciting to finally be able to put all of my research and planning together and to see my designs coming to life. At this stage, I could already see how some of the choices I made would help ease user pain points.
In order to maintain a fully-responsive website, I implemented the same components and ideas into a desktop version of the Home screen. My original design needed to be adjusted to fit the new screen size, and several components were moved around in order to provide the user a Home screen that is clean and free of clutter, and so they could easily find the navigation buttons needed to begin their ordering experience.
Study Type: Unmoderated usability study
Location: United States, remote (each participant will complete the study in their own home)
Date: Sessions will take place during the week of July 14 - 20, 2024
Length: Each session will last approx. 10 minutes, with a SUS following the study
Compensation: None
Research Goals:
I want to test the main user task of reordering a favorite item and scheduling a time for pickup to determine whether these features are enough to attract and retain new users, participants find the app easy and enjoyable to use, and to identify challenges the user might face.
Research Questions:
What can I learn from the user flow, or steps users take, to complete the main user task?
Are there parts of the user flow where participants get stuck?
Are there parts of the user flow where participants get confused about next steps/navigation?
Are there design changes I can make to improve the user flow or overall user experience?
How many users find the app easy to use?
Participants:
Will have prior experience with online ordering apps
Are 2 males, 2 females and 1 non-binary individual, aged 18-65 years old
At least one participant to use assistive technologies (screen reader, closed captions)
Key Performance Indicators:
System Usability Scale
User error rates
Conversion rate
These were the main findings from the Usability Study, which would be turned into insights for the next steps of the design:
Allergen indicators: Include icons next to each item containing common allergens to benefit users trying to avoid them.
Nutritional information: Providing users with access to nutrition information for each item will appeal to health-conscious individuals.
Item customization: Change “Additions” header on item customization screen to read “Modifications”, and include list items that can both be added to, and removed from, the original order.
I included considerations for additional screen sizes in my mockups based on my mobile app designs. Since users may create and communicate from a variety of devices, I felt it was important to include a desktop version to give users choice and agency over their experience.
After making some minor adjustments to the screen layouts, I created a high-fidelity prototype of the main user task. The design features a limited color palette that provides a clean, easy to read screen and speaks to the Espresso-A-Go-Go branding. Images are provided for all menu items to make the user's experience more comfortable and to aide them in their item selections. Call-to-action buttons are prominently displayed by their use of bold green and purple colors, and all text is simple and straightforward, and written in easy-to-read fonts so the user can quickly and easily scan the text to find what they need.
HiFi Prototype:
Alternative Text for images, allowing users with visual impairments to understand the content conveyed by visuals through the use of screen readers.
Users have the ability to set their preferred language in their profile, so they may utilise the app comfortably.
I implemented a clear visual hierarchy through the use of headings and different text sizes and types, allowing users to quickly scan each screen for the information needed.
Impact:
What I learned:
1
Include upcharges on the item customization screen, so users are made aware of how their modification selections will affect the overall price of their purchase.
2
Add “Notifications” feature to the user profile screen, where users can choose to opt-in to receive alerts when their order is ready for pickup.
3
Build out the screen for users to select a specific date and time to pick up their order, then run another usability study to assess its ease of use.