Grab n' Go - App and Kiosk Design

SECTIONS
SummaryProblemScopeResearchApp DesignPhysical KioskFinal TestingFinal DesignsReflection
Summary

In attempts to improve the overall dining experience and efficiency in Price Center, one of UCSD's major dining halls, I spearheaded a project that incorporates both a ordering and pickup mechanic. My team and I commonly found the wait times at Price Center unsatisfactory ourselves, and we validated that concern through observations, interviews, and social media analysis.

While there are plenty of food ordering apps, the combination of digital and physical components is rare, and building a physical complement to an app was an additional challenge that my team has never faced. We experimented with different materials and techniques such as spray mounting, laser cutting, and 3D printing. For our app prototype deliverable, our design choices were informed by interviews, user testing, storyboards, and personas.

Problem: Mealtime Importance

College students are obsessed with food, and as one of them, I can say it’s absolutely true. Mealtime is a precious reprieve from the incessant demands of chasing success. Thus, everyone tries to make the most out of it. In my school’s food court, though, most doesn’t seem enough.

The Excruciating Wait

My friends and I, in the rare circumstance when our schedules line up to allow us to have lunch, all scramble to Price Center, my school’s biggest and most popular food court. However, before we enjoy food and each other’s company, we stand in our respective lines for 10 minutes, wait for our food at the restaurant front for 10 minutes, and then we search for an empty table together for 5 minutes.

Nearly half an hour valuable time lost to complete idleness.

We began to think that there must be a better alternative. Our growing discontentment eventually lead to our creation of Grab n’ Go.

A typical line at Price Center; even with the restaurant using railing to organize the queue, it wraps around the order into the hallway.
Scope

Timeline: November 2022 to December 2022.

Project scope: This idea was executed as the final project for an academic course at UCSD. We were assigned to tackle a problem of entirely our own choosing through design. My project team had access to a design lab and building materials. We worked closely during and outside of class multiple days a week.

My role: I was designated team leader. Alongside my share of academic work, my responsibilities also included keeping everyone on the same page, reporting progress to the instruction team, and delegating and dividing work.

Preliminary Research

When first assigned our final project, my team and I threw around the idea of tackling this problem of poor efficiency in the food courts. We had a rough idea of using apps and lockers to streamline the experience. Before committing, we knew we needed to do some preliminary research to see if this is a subject matter worth addressing and if our solution was feasible, or if we were just wasting our time of some personal pet peeves.

Starting with identifying the spread of the issue, we turned towards social media. Our school has a Reddit forum, and we found overwhelming unhappiness with the food court. Yelp seemed to corroborate similar sentiments.

Testimonies of bad experiences at Price Center. Common grievances include long lines and waits, workers struggling during order rushes, and seating being difficult to find.

Knowing now that the issue wasn’t limited to just me and my friend group, we tried to understand the food industry and the psychology of food courts better:

It seemed to us that our problem-and-solution combo idea was sound and my team was ready to dive deeper.

Field Observation

Since we wanted to create solution for a very specific set of problems at Price Center, we decided to revisit it with the intention of being insightful. We observed, and we saw:

  • Lines so long they’d wrap around corners.
  • Waiting areas in front of restaurants that created roadblocks.
  • Food piling up on restaurant counters as they awaited pickup.
  • Difficult seat finding- students had to have lunch on the ground!
Interviews

Just observing, however, my team I could only speculate what people were thinking. We needed some cold, hard testimonies straight from the students' mouths. We interviewed five people: four diners and one employee. Three frustrations came up over and over, students repeating that ordering lines are too long, pickup areas are often too crowded, and it's hard to find seats after ordering.

Here what they said (audio clipping included):

These were not surprising insights, but they were necessary in confirming our suspicions and the problems we had to face to make the dining experience better.

Storyboards

From these confirmed problems, we had synthesized five storyboards that feature the problem but also a hypothetical solution. To see what would improve the experience at Price Center, we asked students which storyboards resonated most with them. These would help us understand the "flow" of potential solutions and let students share with us what they want in a systematic way.

These are the storyboards that students picked as most relevant:

Personas

At this point, my team and I have a pretty good understanding of both what frustrates the students and what the students want, so we consolidated that knowledge into personas.


App Design: Sketching

My team and I are ready to design. Since our solution idea has a both digital (ordering) and physical (food pickup) component, we sketched for both. We used sketching as an opportunity to also brainstorm how the two will work in conjunction.

Physical Kiosk (Pickup)

The physical kiosk will include and interactive screen that'll walk people through the pickup process and contain lockers that will hold the food.

Ordering and pickup are done at separate locations to reduce congestion

What the pickup locker might display:

One day while discussing, my team realized that requiring diners to order at a physical kiosk could create more crowding at price. Instead, remote ordering could allow diners to order both ahead of time and anywhere they'd like. We decided a phone app is probably more convenient than a physical order kiosk, so we added that as an option for users and focused on designing for that. We created a user flow to better think through the ordering and pickup process:

Zoomed-in version here
Digital App (Ordering)

We sketched some basic screens for ordering, which is where most of the digital interaction would occur:

Wireframes

Feeling confident in our ideation, we moved to wireframes. These were turned into a paper prototype that we tested with users.

Physical Kiosk (Pickup)
Digital App (Ordering)
Paper Prototyping

Paper prototyping involves designers manually "changing screens" during user tests. We chose to use this method of prototyping instead of digital interactions because our time frame was short and this allowed us to gain rapid feedback.

Here are some of the insight we gained from testing (synthesized from 4 users):

  • Some users had trouble locating their order pickup location; even though the building address was easily found, the building interior can be quite large
  • Seating map wasn't very intuitive to use at-a-glance for most; the map was small and all the checkboxes confused people
  • The process of scanning at a locker was straight forward; no one had troubles with the app to locker interactions
High-fidelity

Grab n' Go really came alive with our high-fidelity updates. Not only did we make changes according to our user testing findings, we established a brand.

Moodboard
Style Guide
Iterations

Here's what we changed based off feedback:

The addition of a indoor food court would help with finer navigation (above)
The seating map is now displayed like a heatmap, indicating low and high activity zones (above)
Interactive Prototype (Non-final)

All of the work above was implemented into this (non-final) high-fidelity interactive prototype.

Physical kiosk (pickup):

Please note that since it's impossible to digitally replicate a physical interaction of scanning a barcode, a "screen tap" instead will serve as a substitute for scanning.

Digital app (ordering):

The digital parts of our solution system were near finishing, but the physical component — the lockers — is just as important. While we were building our digital prototypes, we were building our locker kiosk prototype in parallel.

Physical Kiosk Prototype
Sketching

Just like the digital portion of this project, we started with sketching to help us be loose with ideas.

Structure Design

Since wood was the most accessible, reliable, and most precise material we were provided, we set up a file for laser cutting. We had to account for tabs that would help fit pieces together and provide stability, as well as the thickness of the wood sheets we were working with. This is what our files looked like:

Branding

The physical appearance of our kiosk should also match the aesthetic of the digital app. Thus, I used many of the same assets and moodboard pictures as inspiration for designing the "skin" to put on our kiosk. I referenced the laser cutting file to make sure I had the dimensions right.

Assembly

We laser cut our wood and printed and hand-cut the skin file onto regular printer paper. We spray-mounted the skin onto kiosk, put together with wood glue and patience. We also used a 3D printer to create hinges that would allow the locker doors to actually open and close.

Final Physical Prototype

The final touch after assembling the prototype was to insert someone's iPad to work as the kiosk screen, and this is the final result!

User Testing, Again

With both physical and digital high-fidelity prototypes available, we wanted to conduct one last round of user testing to iron out any remaining wrinkles. Our scenario is as follows: You hear there is a new kiosk ordering system that you can use at Price Center, but you don’t know much about it. One day, you decide to check it out, and you walk up to one of the kiosks in Price Center. Tasks involve learning how the system works, placing an order, and picking up an order.

Our kiosk was limited by that we didn't have the resources to implement an actual scanning and locker opening mechanism, so instead, one of us "wizard-ed" (manually performed) that function.

Boy were we glad we did another round of user testing, because with this second round of testing, we found some glaring issues. The most prominent one was that people struggled with getting started on the kiosk. Many couldn't tell how to begin ordering, and assumed that the only functionality of the kiosk was to scan.

Here are all our notes from 10 users whom we'd tasked to navigate through our solution system.

Final Digital Prototype

We updated our interactive digital prototypes for both the kiosk and the ordering app, guided by our user testing notes. Small tweaks aside, our most impactful change is likely our update in user flow for the kiosk's screen.

Here are our interactive prototypes — kiosk on top and ordering app below.

Final Figma File

If you are interested in seeing our Figma file and how we set our components, variants, and frames up, please visit here.

Reflection

I have never built a physical prototype like the one I built for this project, nor used a 3D printer. This project yielded a lot of "firsts" for me, which was so exciting.

I Loved...

Field observation! I am a psychologist, so it's not surprising that I loved to watch how people behave. The location and situation that I observed is so mundane, yet when you look and listen with intention, it's amazing just how much you can learn about a situation. I felt like a proper little spy.

Biggest Challenge

The biggest challenge for this project was definitely combining a physical and digital component into one cohesive system and work flow. Me and my team all had experience designing apps, but never an app that needed to be used with a physical product. As such, we literally discussed and brainstormed for hours about how such an interaction might work. One result of such discussion is the user flow found in the sketching section. In the end, I think it paid off.

Next Steps

For the sake of this project, my team and I couldn't overcome the limitations of what supplies and engineering skills we had. Thus, we could not implement real locker and scanning mechanisms. I think what would take this project to the next level, then, is to expand our resources and attempt to implement those mechanisms to test the full system experience.

Thank you for reading!
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