Village Bread UX:
Mobile ordering app

UX Design

UX Research

Interaction Design

UI Design

Visual Design

View Prototype

prototype

Project Results

Throughout the design process, I realized the importance of considering accessibility and how incorporating diverse perspectives can lead to unique user flows that benefit all users. By embracing inclusivity and accommodating various user needs, I learned how to enhance the user experience and ensure my designs are accessible to everyone.

Project Overview

background

Village Bread, a local bakery, has gained a loyal customer base through its quality ingredients, artisanal techniques, and personalized service.

problem

Village Bread currently provides only a menu and phone number on their website, with no option to order online.

THE GOAL

To help busy users by enabling online orders for convenient pickup.

01. User Research

Pain Points

  • Online Orders: Village Bread lacks an online ordering system, limiting customers to phone or in-person orders.

  • Checking Stock: Customers of Village Bread cannot view current bread stock online, which is crucial since most bread is made daily.

  • PDF Menu: Village Bread's menu is only available as an online PDF, which is not accessible to screen readers and other software.

  • English Only: Village Bread's website lacks easy translation options, creating a barrier for multilingual users.

Initial User Research

I used various research methods, including analyzing Village Bread's Instagram interactions and visiting the shop to observe its patrons. I discovered the audience includes younger users seeking artisan bread and older users looking for fresh alternatives to supermarket bread.

Competitve Audit

Additionally, I conducted a competitive audit to identify key market competitors and understand their target audiences. I researched four primary competitors: two direct (Martha Greens and Wild Bread Bakery) and two indirect (Panera Bread and Stater Bros). This research revealed gaps and opportunities that the Village Bread app could leverage to better serve its users.

  • Some companies don't offer mobile ordering apps and outsource the ordering process to third party services.

  • No real rewards or loyalty programs offered by Village Bread's primary competitors.

  • Some of the competitors don't offer their users the ability to favorite/bookmark their go-to items.

mockups

02. Empathize/Define

Problem Statements

  • Nicole Evans is a full-time student & server who needs a quick way to place orders because she isa busy student and has a hard time reading small menus waiting in lines.

  • Claudio Gomez is a High School Teacher who needs to place bulk orders in his native language because he takes pastries to his students and speaks English as a second language.

Persona Development

Based on my research, I identified two user groups that would benefit from the app. Nicole Evans represents busy students and workers seeking an accessible way to place bakery orders. Her user story is: As a full-time student with reading challenges, I want to order from my phone using a clear menu, so I can quickly get my order without waiting in line or struggling to read the menu.

Claudio Gomez represents our older demographic seeking an easy way to place bulk orders with clear product imagery in the menu. His user story is: As a high school teacher who buys in bulk, I want to place and schedule bulk orders for pickup so that I can efficiently prepare for my students.

persona

03. Ideate

sitemap

User Flow

Based on the storyboards I created, my goal was to develop a detailed visual user flow focusing on the order placement process. By mapping out Claudio and Nicole's journeys, I identified essential screens that anchor this flow, maintaining a user-centered approach in the design process.

Rapid Sketching

To address Claudio and Nicole's accessibility needs, I used rapid sketching to establish clear hierarchy and organization on each page. This approach helped prioritize features for users with vision impairments and non-native English speakers, guiding the design of user-friendly digital wireframes for all users.

persona

04. Lofi usability study

personapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersona
personapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersona

Parameters

  • Study Type: Moderated usability study.

  • Location: 4 participants, Remote, USA.

  • Duration: 20-30 minutes

Research questions

  • Does the user easily navigate the payment process?

  • Are users able to successfully check stock and order their food?

  • What can we learn about the steps a user took when placing an order?

  • Can the user easily redeem rewards?

  • Are there any parts of the ordering process that the user gets stuck?

  • Can the user successfully find the FAQs section?

prototype

Summary

My first usability study was for the low-fidelity prototype, aimed to identify and address issues related to checking stock, placing orders, and navigating the bakery app. My primary goal was to gain insights into the challenges users encounter during these tasks and propose improvements for a more seamless user experience.

My methodology for this study included participant recruitment, developing user tasks, capture both qualitative and quantitative data, and analyze data to identify recurring usability issues, pain points, and pattern. During the study users were encouraged to think aloud to provide feedback during the study.

Overall, the insights lead me to make the following changes to the app: additional flows for redeeming rewards, updating the checkout icon to match the rewards, and updated the cart so the prototype displayed 1 item.

affinity map & Insights

After conducting the usability study, I assorted all the feedback I received into an affinity map. I categorized the notes into sections from the patterns I identified. These findings led to the following insights:

  • Based on the theme that: a majority of users were annoyed that there were 2 items in the cart when they added one, an insight is: users want the cart to match what they have added to it.

  • Based on the theme that: only a few users found the rewards easily based on the icon consistency, an insight is: the rewards section should be easy to identify.

  • Based on the theme that: a majority of users tried to redeem rewards in different locations, an insight is: redeeming rewards should be in different locations to accommodate different user flows.

  • Based on the theme that: a few users went to the homepage/product page to learn more about bread, an insight is: more information should be available to users on the home/product page.

  • Based on the theme that: some users thought the add to cart plus signs were too small, an insight is: the add to cart icon could be larger to help with accessibility.

sitemap

05. Design System

type styles

The app utilizes Open Sans as the primary font, known for its clean and modern aesthetic. Various font weights and sizes are used strategically for headings, subheadings, body text, and UI elements, ensuring readability and consistency. The type styles with Open Sans create a harmonious and professional typography system for the app's visual appeal and legibility.

components

Despite some participants in the usability study noticing similarities between the design and Google's Material Design, having a design system that is both unique and builds upon established conventions aids users in navigating the app seamlessly. The bakery app's design system incorporates thoughtfully crafted components that deliver a unique visual identity. It aims to provide a fresh and innovative interface while maintaining usability and simplicity. The system includes carefully selected typography, color palettes, icons, and interactive elements to create a cohesive and engaging user experience. It strikes a balance between familiarity and novelty, offering users a memorable and tailored visual aesthetic.

sitemap

06. HIFI usability study

personapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersona
personapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersonapersona

Parameters

  • Study Type: Moderated usability study.

  • Location: 5 participants, Remote, USA.

  • Duration: 20-30 minutes

User Study Prompts

  • Add a food item to your cart and place an order. How easy or difficult was it to place an order?

  • You have a free reward, how would you go about redeeming it and placing an order? How easy or difficult was it to redeem a reward?

  • Let’s say you want to learn about the differences between “country” and “classic” bread loafs, how would go about doing so? How easy or difficult was it to learn more?

Summary

My second usability study was to test out the high-fidelity prototype aimed to identify and address issues related to checking stock, placing orders, and navigating the bakery app. My primary goal is to test and see if the updated UI implemented helps users navigate the flow more efficiently and solves the issues users ran into.

My methodology for this study included participant recruitment, developing user tasks, capture both qualitative and quantitative data, and analyze data to identify recurring usability issues, pain points, and pattern. During the study users were encouraged to think aloud to provide feedback during the study.

Overall, the insights lead me to make the following changes to the app: clearer indication that a reward is being redeemed, separating the bread of the day from the product slider provides clear hierarchy, and giving secondary flows to the FAQs in the profile help users find information they need.

affinity map & Insights

After conducting the usability study, I assorted all the feedback I received into an affinity map. I categorized the notes into  sections from the patterns I identified. These findings led to the following insights:

  • Based on the theme that: a majority of users were annoyed that there were 2 items in the cart when they added one, an insight is: changing the text and adding a stronger visual cue will help users identify active rewards.

  • Based on the theme that: users got confused when looking for the FAQ question, an insight is: an FAQ section might not be the most important item on the nav bar.

  • Based on the theme that: some users might find the “Bread of the day” header confusing, an insight is: clear separation between the bread of the day and the product slider could help accessibility.

  • Based on the theme that: most users successfully completed the flow without confusion, an insight is: some users might get confused when finding a food item to order.

  • Based on the theme that: the overall reward redemption process was streamline and clear, an insight is: users can enter the reward redemption in different flows.

sitemap

07. takeaways

High-Fidelity Prototype

The final adjustments made to the high-fidelity prototype were informed by the insights gained from the conclusive user study. Emphasizing clear hierarchy and visual cues allowed users to easily understand the redemption process, enabling them to stay focused on the primary user flow. The final version of the high-fidelity prototype incorporates interactive elements that enhance the overall usability of the design, resulting in a more intuitive and engaging user experience.

Accessibility considerations

  • Colors: Accent colors were implemented to assist users in locating crucial areas in the flow, aiding them in selecting the appropriate areas within the user journey.

  • Hierarchy: To guide users through the flow and establish a clear hierarchy, large headers, clean images, and effective use of white space were employed.

  • Animations: Animations that guide the user through the flow depict progress and indicate that the user is heading towards completion of the user journey.