Food Access

UI Design
Project Overview
The design brief prompted us to explore one of three problem areas which included-
1) Social Inequality
2) Public Health
3) Smart Homes

After selecting social inequality as the problem area we then utilised the double diamond process consisting of Discovery, Re-framing, ideation, prototyping, and testing which ultimately lead to the creation of FoodAccess

My Contributions
Role-Researcher | UX/UI designer, worked in collaboration with Ben Holeman and Ethan Pemberton

Platform- Mobile devices

My tasks and skills included-

-Background Research

-Ideating and refining iterations

-Creating mockups in Figma

-Creating a final product that relates back to the brief and problem area.
Problem area decision
During our initial background research, our group created a four-quadrant decision matrix which allowed us to explore multiple themes and potential problem areas.

The matrix had 4 main factors that contributed to our final choice by evaluating if it would be feasible and easy to collect primary research and if the overall idea was interesting and related to the brief.

After exploring topics including education and mental health disparities we decided to focus on a more niche problem that lead to the creation of food insecurity within Australia.
Key Insights

We conducted interviews, surveys and a netnography for our research methods. These methods presented that most individuals at risk included cultural migrants, single parent households and individuals with poor nutritional literacy.

After completing our own individual reports we then synthesised our data through affinity diagrams to identify key themes of users’ needs providing us with new design ideas. We then collated all of our data together to find ways to help minimise the impacts of food insecurity.

Design Statement

After uncovering our key findings we then utilised the design method of ‘How Might We’. This allowed us to come up with a definitive statement that questioned How Might We create an app that aids cultural integration for CALD people across the Sydney region so that they may have access culturally relevant and nutritionally sufficient foods.

User Personas

Utilising the data that was uncovered we then created 3 User Personas that were essential for us to build prototypes that would tell their stories that would help with the final product. These profiles were built around core issues and findings that arose from all of our research combined.

Ideation



During the early stages of the design process we started to ideate, our ideas were derived from-

crazy 8's

6-3-5 brain writing

We then performed a decision matrix which narrowed our ideas to three options.

After this process we started to sketch out the ideas in low fidelity wireframes whilst seeking feedback from peers and tutors.

User Flow Diagram



Throughout the design process we created flow diagrams to understand the app's architecture and allowed for us to examine if their was any pain points in the overall design.

After each iteration we removed and added features depending if the app was over bloated with features/ lacked features or if it didn't flow coherently.

Flow Diagram (click the image to see the file)



Early Sketches



After our ideation process, we then created early iterations through sketches of the wireframes and their potential components and features.

The app's pitch was that it would support culturally and linguistically diverse people to feel welcome into Australian culture whilst preserving their cultures from their homeland.

Sketches



Paper Prototype



In order to test out the usability of the app we then created a paper prototype allowing for a cheap and accessible method of designing and conveying a user interface. Throughout each iteration, we evaluated the usability of these designs with five users.

For user testing we included a set of tasks, success rates, a Think-aloud protocol, structured interviews, and a heuristic evaluation.

Wireframes



After conducting the paper prototype on various users we then reviewed the feedback. This allowed us to then increase fidelity within a wireframe stage. We also tested out the wireframes on design professionals that provided us with feedback on any problems.

Wireframe Prototype



High Fidelity Iterative changes



Final Prototype



The final prototype was then created for a final set of user testing, this allowed for us to refine and remove any features that may cause confusion for the user.

High Fidelity Prototype



Style Guide



For the app's aesthetics and minimalist design, we utilised cool colours to signify the various page layouts. The colour selection provides the user with a sense of calmness whilst navigating the pages, this is due to the greens representing health and freshness whilst the blues are calming.

Furthermore, for the iconography, we implemented metaphors that were commonly used among other apps making it easy for the user to understand rather than having to read a language they struggle to comprehend.





Video Walkthrough (Click the image to play the video)



Promotional Video
Video Walkthrough



The video walkthrough presents a potential users experience using the app for the first time. This walkthrough depicts its key features and how its overall design helps CALD people.

Final Design



The final design was refined and adapted to successfully help CALD individuals in need. previous feedback provided a user experience that is easy to comprehend whilst being enjoyable.

User Journey Map



The utilisation of the user journey map allowed for the observation of a potential user's thoughts and emotions clearly. this was reinforced through touch points, key quotes from interviews, and the creation of a persona that was influenced by previous research.

Journey Map (Click the image to check out the file)



What did I learn



-This project taught me how to use Figma and create mockup prototypes ranging from low to high fidelity.

-This project taught me the importance of feedback and iterations in design that would help the apps core functionality.

-The project also taught me the significance of research as it helped teach me who I was designing for and what their needs were.

Challenges I overcame



-This project was completed during the pandemic, this resulted in us to struggle finding people suffering from food security apart from questionnaires which featured people suffering from food insecurity. Due to this limited scope we conducted background on friends that had parents who were cultural migrants and examined if they suffered from any form of food insecurity in the past.

-As we completed this project during the pandemic our scope of users to test was smaller, this lead to us testing our prototype on family and friends rather than people CALD people suffering from food insecurity. This may have affected our apps design as we didn't have an entirely appropriate group of people to test on.