- FATE ON A PLATE CASE STUDY -
Food Roulette App Concept


SUMMARY
"Fate on a Plate" is a fun and interactive roulette-style food app designed to solve the age-old problem of "What should we eat?" The app eliminates decision fatigue by randomly selecting dining options for users based on their preferences, location and budget. It makes food choices spontaneous, enjoyable and stress-free.
PROBLEM STATEMENT
"Fate on a Plate" - the restaurant roulette app that chooses for you.
- PROJECT INSIGHT -
The Scope
This project was intended to help users around the U.S., come up with an idea of where to eat in a timely, more efficient manner.
KEY FEATURES
- Setting budget, occasion and location
- View menus and store hours
- Directions and navigation via Third-Party Apps ("Maps", "Waze", etc.)
- Make reservations
PROJECT DURATION
7-8 weeks
The Roles
UX Designer
UI Designer
UX Researcher
Information Architect
Interaction Designer
Prototyping Specialist
Usability Tester
The Tools
Figma
Lucid Spark
Google Forms
Canva
Zoom
INTERVIEWS
During the research, five participants were interviewed using two sets of questions. The initial script with six questions focused on topics like social media preferences and negative app experiences, and was used with two participants. The updated script with eight higher-quality questions was used with the remaining three participants. Interviews were conducted via Zoom.


User #1: 26-year-old female, tech-savvy, recent college graduate with a tight budget.
USER
SPOTLIGHT
Participants included a special group of people.
These are their stories...

User #2: 48-year-old mother of two, busy Charge Nurse and not tech-savvy


User #2: 48-year-old mother of two, busy Charge Nurse and not tech-savvy.


User #3: 28-year-old male, business owner, no budget concerns for food and activities.


- User #4: 30-year-old female day-trader, full-time bill-collecting agency employee, budgets occasionally.


- User #5: 28-year-old female, Nighttime Registered Nurse mother of one, partner with dietary needs, strict budget.
*Disclaimer: During the research, five participants were interviewed using two sets of questions. The initial script with six questions focused on topics like social media preferences and negative app experiences, and was used with two participants. The updated script with eight higher-quality questions was used with the remaining three participants. Interviews were conducted via Zoom.
the highs and woes according to these users
Unwanted Surprises
Pop-ups on apps and websites were a common frustration.


Methodology
Methods for choosing restaurants varied: TikTok suggestions (User #1), family input (User #2), occasion and company (User #3), atmosphere and food (User #4), and dietary needs (User #5).

Going the Distance
There was interest in app features showing restaurant options beyond the local area.

Indirect Impact
Insights gained highlighted the importance of catering to non-users (e.g., children, spouses) and confirmed the potential success of the proposed app.
AFFINITY DIAGRAM
To keep track of user statements, an affinity diagram was created, illustrating the depth of users' typical search-habits, wishes and pain-points.




COMPETITIVE RESEARCH (S.W.O.T Analysis)
Research was carried out to discover the strengths, weaknesses and opportunities of similar apps, in hopes of taking advantage of possible shortcomings of fellow competitors.

USER PERSONAS
Non-Fictional representations of ideal users were formulated, highlighting goals, pain-points and inclusive statistics.



USER FLOWS
User Flows - the scheme and journey of which users will experience when completing tasks. In this particular case study, a flow was conjured showing the steps of the main task as well as creating a "Favs" list.

User Flow #2: Main Task Flow
USER STORIES
User stories, depicted from the users' point-of-view, were created to highlight needs, goals, as well as pain-points.
Anjelica
.jpg)
Charmaine
.jpg)
JOURNEY MAP
Mapping out user satisfaction while carrying out tasks, is one of the key elements to user-centered design. The following is a projection of what a user may emotionally experience while using the app.


Let's Talk Business

EARLY DEVELOPMENT
Though the final form of a design is highly anticipated, all great works of art must start somewhere. The following outlines the early stages of the design phase within this project.
"Crazy 8" Sketches
Partaking in a design-sprint, 8 layouts were sketched, brainstorming possible screen blueprints for the app.

Low-Fidelity Wireframes
After deciding on the best "Crazy 8" sketch, starter-wireframes were created to depict simple placements of elements for the app.

Wireframe Updates
Following a group-session with a cohort, recommendations were given by the professor and peers. After research and further consideration, updates were made to the low-fidelity wireframes.
Mid-Fidelity Wireframes
Updates were then made to the low-fidelity wireframes.

Usability Test
Moderated, remote usability tests were then conducted to test the effectiveness and efficiency of the app design.
High-Fidelity Prototype
Following feedback given in usability testing sessions, a final iteration of the roulette food app was developed.

Final Thoughts
In summary, while developing this app may be a tedious process, incorporating user insights on paint points and preferences can make it a valuable tool for addressing food-related indecisiveness. From busy parents to high-profile professionals, receiving dining recommendations can save time and reduce frustration.
Key takeaways from this project include:
-
Importance of engaging diverse target users
-
Building relationships with them to encourage honest feedback
-
Creating a product that serves as a one-stop solution
Additionally, learning from competitors' mistakes can help establish a loyal user base. By integrating research, simple user flows, and practical functionality, this app offers a solution to the age-old question, "What do you want to eat?"