FARE helps groups of people quickly decide where to eat in agreement. These decisions are made by swiping with another user to eventually match on a restaurant.
(January - April 2022)
Role: Lead UX Designer
For the 2022 senior capstone project, my project team and I designed an IOS-based prototype that helps people quickly decide where to eat in agreement. These decisions are made by swiping with another user to eventually match on a restaurant. Users who prefer to dine alone can view recommendations on the discover page. Recommendations are personalized by using filters, current favorite restaurants, and restaurant preferences.
This project was in progress from January to April 2022. The design team members consists of Alex Manuel (Lead UX Designer), Diya Singh, Sabina Siddiqui, and Conor Blankenship (UX Designers). Together, we collaborated in implementing Goal-Directed Design (GDD) to create FARE.
It is important to note that this is strictly an academic project. Due to COVID-19 restrictions, we’ve collaborated virtually via Discord, Miro, and Figma.
Something we’ve all most likely experienced is disagreements, specifically when it comes to finding a place to eat with a party or a partner. Here’s a common scenario: Person A has an idea of the kind of food they want to eat but does not know what specific restaurant to eat at with their partner, Person B. Person B keeps suggesting places, but none of the suggestions sound good to A. They spend over 20 minutes discussing and are still not being able to decide where to eat, which only increases their frustration.
Fare attempts to solve situations like this so that couples or groups of friends can fairly make the decision. This app also caters to those who prefer to dine alone, but still want to find places to eat based on their preferences.
FARE Solves...
As mentioned before we tackled this project using Goal-Directed design, a design method developed by Alan Cooper. It’s crucial to the design process as it helps us understand users’ goals, needs, and motivations to produce an effective human-centered design.
Goal-Directed design has six stages: Research, Modeling, Requirements, Frameworks, Product Refinement, and Support.
Research is always the first step that helps us better understand information regarding the realm of the app, such as the user’s goals, the environments it will be used in, and past applications that function similarly. In the research phase, we held kick-off meetings, brainstormed ideas, completed a literature review, and conducted user interviews.
Our meetings were held remotely via Discord and Miro. Since we had no idea how this idea would come to fruition, we first began brainstorming ideas on sticky notes. We also listed user goals, talked about the problems our product would solve, and discussed how the product should look and behave.
With the aid of a Kickoff meeting worksheet, we brainstormed some assumptions about who our users will be and the problems they may face regarding social media usage and creativity alike. Since we have no actual stakeholders, the worksheet helped us to think about the possible business goals and opportunities stakeholders would seek. We concluded the last meeting with a problem statement, a research question, and user goals.
Problem Statement
"People often have difficulty deciding where they should eat, especially in groups. This indecisiveness usually snowballs into confusion and wasted time. Currently, there are no well-known apps that people can use to decide where to eat. Our app could help users quickly and fairly make the decision while generating more business for restaurant chains."
Research Question
What kinds of methods do social groups commonly use to agree on a decision?
User Goals
For the Literature Review, we collected internal documents, industry reports, and web searches related to existing competitors that are similar to our idea. We found both negative and positive reviews for these platforms so that we could know what aspects to avoid, and which aspects of these apps were more favorable.
We learned about the Paradox of Choice as well. This is an observation suggesting that having many options to choose from can cause people to stress and problematize decision-making, rather than making people happy and ensuring they get what they want (Source). This was important to consider as we did not aim to overwhelm users by providing too many choices.
We decided that our competitors were:
For each competitor, we looked at both positive and negative reviews from real users. We also found strengths, weaknesses, and opportunities within each competitor. This allowed us to get an idea about the current state of capabilities and constraints in regard to our domain.
As part of the research, we reached out to four potential users of our app and interviewed them by asking questions based on their personal experiences with deciding where to eat with a partner or a group of friends. We asked questions related to what features they would like to see if they were to use this app and whether they see themselves using the Fare app frequently.
Five interviewees participated; Neva, Nikki, Adam, Sophie, and Mesha. Most were ages 19-25 years, with one participant standing out as an older interviewee. These people have all experienced some form of disagreement when it comes to finding a place to eat.
Using the feedback and notes we took during the interviews, we each took time to note important patterns or points that were made by each person. Then, we created an affinity map where we grouped similar themes we discovered.
Listed below are the common patterns we found in the affinity map:
Overall, the affinity mapping set us up for our transition into the Modeling Phase to build our Primary Persona.
Personas help us, as designers, to make sure that we’re accommodating our users’ goals and needs during the Frameworks Phase. Based on research results and affinity mapping, we were able to create a primary and secondary persona.
A Requirement is what's needed to exist on the app so that personas can achieve their goals. It connects the gap between research and design by using personas to create stories that express user satisfaction. We do this by putting the Persona into a Context Scenario, which is essentially a story that explains how a product fits into the Persona’s life and how it helps them achieve their goals.
Using the Context Scenario (written by Sabina), we made a list of Requirements that FARE needed to allow users to successfully meet their goals.
This next stage allows us to prioritize elements and think about what content is most relevant to users before jumping straight into the final prototype. Referencing our user flows, we each divided up screens and created low-fidelity wireframes of a possible layout for our final prototype. This task was done using the wireframing tools that are provided on Miro.
Next, we moved to Figma to begin building the prototype. Since this is a low-fidelity prototype, a lot of content (information, styles, colors, branding) is not included. For example, most screens will have filler text or image placeholders. The low fidelity prototype is still accessible in Figma.
Low Fidelity Prototype
Next, we moved to Figma to begin building the prototype. Since this is a low-fidelity prototype, a lot of content (information, styles, colors, branding) is not included. For example, most screens will have filler text or image placeholders. The low fidelity prototype is still accessible in Figma.
After finishing our low-fidelity prototype, we began usability testing. Using Google Forms, we included a set of 6 tasks for navigating the prototype, and 19 (primarily) open-ended questions.
We recruited four participants of the same demographic.
Positive Takeaways
Negative Takeaways
High Fidelity Prototype
After receiving feedback, we began constructing the high-fidelity prototype. We fixed issues with the prototype flow, made each screen transition consistent, and removed “Edit Friends” from the settings. We also created a brand style, logo, and app name.