Background Research
I aimed to investigate the food habits of young adults aged 18-30, with a focus on how lifestyle, upbringing, and economic conditions influence perceptions of home cooking.
I began by examining existing research on factors influencing processed food consumption.
I found that processed food consumption is increasing, while cooking self-efficacy and meal-planning ability is decreasing.
Children are also participating in family dinners less due to the rise of dual-income households and their associated time constraints.
This cycle also contributes to the rise of food waste, which can be prevented by increasing food preparation and planning skills.
Design Focus
To address these findings, I designed a problem statement and potential solution:
Discovery Surveys
I conducted discovery surveys with 25 individuals on social media. The survey respondents skewed younger with 64% reporting their age as between 18-24.
The majority of respondents also reported a low household income, with 52% earning under $40,000, despite the fact that 41.7% of respondents were living with their parents. These respondents were more likely to report greater difficulties with cooking, grocery shopping and meal planning, which suggests that this could be an issue among the blue-collar demographic.
Interviews
I also conducted 3 semi-structured interviews with a selection of survey respondents to gain insights into behavioural drivers. However, my focus shifted towards specific pain points that demanded attention and innovation. These were the issues I resolved to ideate design solutions for.
Wireframes
To begin addressing these pain points, I created low-fidelity wireframes for each key screen—login, dashboard, pantry, schedule, recipe collections, and individual recipes. These screens played a crucial role in ideating user flows and establishing the information architecture.
User Flows
Following a peer review of my wireframes, I extended the project by designing supplementary screens to accommodate tap events and modals. This process aimed to achieve a comprehensive, fully interactive prototype.
Usability Evaluation
Research Questions
Are there any points in the flow where users encounter obstacles or delays?
How do users perceive the ease of use of the application?
Are there functionalities that users believe are lacking?
What are the critical breakpoints or impediments within the application's usage?
Participant Criteria
Possess familiarity with meal planning applications.
Demonstrate basic technological literacy, including prior use of a smartphone.
Include at least one males and one female, aged between 18 and 30.
Willing to consent to a screen-recorded user test.
Methodology
Unmoderated usability test
Location: Australia (Remote)
Date: During Zoom meeting scheduled for Monday 30th October, 2023
Length: 30 minutes for each participant.
I used the think-aloud protocol to assess the effectiveness of the user flows, which involved users verbalising their thoughts in real-time as they performed set tasks. This method offers direct insights into their thought processes, decision-making, and potential challenges they encounter.
Evaluation Results
From my research, I identified 3 primary pain points that were complicating the flow for users. I made a series of changes to address these pain points:
Final High-Fidelity Prototypes
Finally, after spending some time defining a visual style for the application, I developed the final high-fidelity prototypes.
Key Takeaways
This case study underscored the need for early-stage user testing. Peer reviews played a crucial role in gathering user feedback as early as possible, ensuring continuous improvement aligned with user expectations. User testing was crucial in pinpointing additional problems and refocusing on the app's primary goals.
Next Steps
To further develop and refine the project, I'd conduct additional usability testing on the high-fidelity prototypes to validate the resolution of initial issues. Once validated, creating a site map and design guide will assist developers in translating the designs into code.