Coffee Time – Order Customisation App

The product

An app that will make ordering customised coffees and snacks from a café, easier.

The problem

Incorrect orders when something needs customisation. Not enough options.

Project duration

January – May 2021


The goal

My role

Responsibilities

Save time while ordering. Feel like their requirements are met.

UX designer, creating the app for Coffee Time from conception to delivery.

  • Conducting interviews
  • Paper and digital wireframing
  • Low and high fidelity prototyping
  • Conducting usability studies, accounting on accessibility
  • Design iteration

Understanding the user

User research: summary

I conducted interviews with people who fit my end user profile. I wanted to know about their challenges when ordering coffee and snacks online, and how they feel their experience would be better. I got useful insights into their process, their pain points and how they would like their requirements to be met. 


Personas

Michael

Michael is someone who travels into the city for work. He needs to order his coffee in advance because he doesn’t have the time to queue every morning before work. 

Shobhan

Shobhan is doing an internship for a creative agency and she enjoys the morning coffee run. She wants to pick up the right orders, while the coffee is still hot (or cold).


User journey maps

Michael

Mapping Michael’s journey revealed how helpful it would be for users to have access to an easier-to-order order Coffee Time app.

Shobhan

Shobhan’ s journey revealed how helpful it would be for users if connected accounts could place items on the same order.


Pain points

Incorrect drink

Complicated process

No real-time update

Most mistakes happen when the drink or snack is customised. Focusing on the design of an app that prioritise customisation, will solve this problem.

The users want an app where they can order repeated items regularly, without the need of customisation every time. 

The user can’t know how long it will take for their order to be ready.


Designing the app

Starting the design

I started with concepts and paper wireframes before working with Figma for a low-fidelity prototype. The process was concluded with usability studies to identify areas of improvement.


Paper wireframes

Taking the time to draft iterations of each screen of the app on paper ensured that the elements that made it to digital wireframes would be well-suited to address user pain points. For the home screen, I prioritised the Favourites menu, to help users save time. 


Digital wireframes

As the initial design phase continued, I made sure to base screen designs on feedback and findings from the user research.


Low-fidelity prototype

I worked in Figma creating an interactive low-fidelity prototype.


Usability study

Parameters

Study type

Participants

Location

Length

Unmoderated usability study

Four males, one female between
the ages of 33-51

London, remote

15 minutes / participant


Findings

I conducted two rounds of usability studies. Findings from the first study helped identify issues with the user flow. Findings of the second study helped me refine the design.

Confusing payment process

Unable to rate their order

No Cancel button

Users want to rename the final button to the more straightforward Pay.

Users want the option to add/remove items from their Favourites list.

Users want to be able to cancel their order before paying.


Elevating the process

Refining the design

Following the usability study contacted using the low-fidelity prototype, I worked on more refined mock-ups and a high-fidelity prototype. Digital accessibility was also considered in this stage of the process.


Mock-ups

In my initial designs, I included a larger welcome screen and a carousel of offers and rewards on the main page. I changed it, leaving only two options on the main page making it easier for the user to choose their items. 

The usability study revealed that the ‘Place Order’ button was confusing as it proceeded to payment without confirmation. 

I added more screens to give the user the option to cancel and/or edit their order before paying. 


High-fidelity prototype

I worked in Figma creating an interactive high-fidelity prototype. Some basic UI design was also applied in this stage though not a priority.


Accessibility considerations

Alt-text

Navigation

Consistency

Added alt text to images for screen readers to provide access to users who are vision impaired.

Used icons to make navigation easier. 

Used bold images representing all items on sale to make it easier for the user to know what they need.


Going forward

Takeaways

Impact

What I learnt

The app helps the user to quickly place an order and get a pickup time.

When I started with this design, I thought no changes were going to be made during the process. Usability studies and peer feedback helped me to update my designs.


Next steps

Further usability studies

Follow-up new feedback

Further user research

Conduct another round of usability studies to validate whether the pain points users experienced have been effectively addressed.

Add a ‘Repeat order’ button for recurring orders as most users buy their regular coffee every morning without much variety.

Conduct more user research to determine any new areas of need.