• Cornifer's Sandwich Shop: Delivery App

  • Project Background

    Cornifer’s Sandwich Shop Delivery App, is a delivery app created for the user in search of a quick and easy solution to dinner. Research shows that users struggle with time constraints that keep them from cooking meals everyday. whether they are single users who do not know how to cook or busy individuals who don’t have time to cook, Cornifer’s delivery app allows the user to browse through its menu, order and tract their delivery.

  • Users

    Cornifer’s delivery app is dependent on users who look for easy meal fixes

  • Research Findings

    User Research was conducted in order to receive feedback from users in order to create personas. One of which was Jane who is a 32 year old full time respiratory therapist and mother of 2 who is need on quick dinner fixes to fit in to her already busy schedule. it is important that the app is easy to navigate to increase how fast the task is completed, but also reliable and easy to track when the food is being delivered.

  • So, what’s the problem?

    How effective is the app for the user to complete the task quick and easy?

  • Ideation

    From what we learned of our users, I came up with new ideas represented in the Crazy 8’s approach. This helped to come up with new solutions to pain points.

  • Wireframe

    The wireframes were created with easy navigation in mind. Keeping everything simple enough for the user to be able to quickly browse through the order and pick any item and add to cart.

  • Lo Fi Prototype

    Wireframes were put together into a functional and interactive prototype. Users were able to use the prototype use the app elements as a whole in order to discover any existing pain points and errors.

    Prototype

  • Research Plan and Usability study

    Our goal was to identify any struggles the user encountered through the accomplishing of the task. A remote and unmoderated usability study was conducted in April4-April 9. Each session lasted 15-20 mins, including the test and interview questions. 5 users were tasked with browsing through the menu, adding items to cart, and checking out. All participants ranged from ages 20- 35 years old, with a balanced number of male, female, and non binary participants. We took notes as the participants made their way in completing the task of finishing the first level of the Learning app.

  • Usability Study Insights

    Based on the data we received, we found that;

    1. Users complained about being able to customize orders.

    2. Users complained about not being able to add items to cart.

    3. Confirmation page was missing.

  • Mockup

    Colors, icons, and and logos were added to the design to create hi fidelity versions. The feedback from the usability study was implemented and the pain points were adjusted. A hint, audio, and back button were added to the corresponding pages.

  • Hi Fi Prototype

    A functioning prototype was then created to simulate a live app with corrections made and pain points corrected, the hi fi prototype was then presented to stakeholders.

    Prototype

  • Accessibility Considerations

    To ensure that accessibility was addressed, we included assisting features, such as audio recordings, hints, and easy visuals.