
Veneta's
Veneta's is a family owned restaurant that offers a beautiful blend of convenience and quality home-cooked meals. Their target audience includes customers looking to have their favorite comfort foods as well as customers who do not always always have time to cook for themselves.
Project Overview
CHALLENGE
Customers do not always have time in their busy schedules to prepare meals for themselves.
ROLE
UX Designer
RESPONSIBILITIES
GOAL
Design an app for Veneta’s that allows users to easily order food when their schedules do not allow them to cook for themselves.
Conducting interviews, developing user
personas, paper and digital wireframes, low
and high-fidelity prototyping, conducting
usability studies, accounting for accessibility,
and iterating on designs.
PROJECT DURATION
June 2021 - September 2021
TOOLS
Figma
Research
I conducted user interviews and created personas and empathy maps to understand the users and their needs. A primary group identified through user research was busy working adults who do not always have time to prrepare their own meals.
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This user group confirmed the initial assumption about the convenience of ordering food from apps, but also revealed some areas that created barriers for users. Additional user problems included problems with navigating food ordering apps and not being made aware of any issues with an order.
PAIN POINTS
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Time: Busy, full time working adults are not always able to prepare meals for themselves during the work week.
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Navigation: The app is not easy to navigate and takes extra time to review the different options before placing a final order.
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Communication: Users are not informed if there are any changes to their order and this can result in discrepancies with different orders.
PERSONA
Problem Statement: Nia is a busy Software Engineer who needs quick and easy access to local food ordering options because she does not have time to cook dinner for herself during the work week.

USER JOURNEY MAP
Mapping Nia’s user journey revealed how helpful it would be if certain features were included in the app's design to make ordering her food a smooth process.

Wireframing
PAPER WIREFRAMES
​I drafted iterations of each screen of the app (Home Screen shown) on paper which included elements that would be built into the digital wireframe and would directly address user pain points.

​Stars were used to mark elements in each sketch that would be used in the initial digital wireframe.
DIGITAL WIREFRAMES
At the beginning stages of the design process, I made sure to design screens based on direct user feedback and research findings.
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At the beginning stages of the design process, I made sure to design screens based on direct user feedback and research findings.
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Ensuring clear methods of payment was vital in the design process.
LOW-FIDELITY PROTOTYPE
The low-fidelity prototype connected the primary user flow of logging in or creating an account to ordering a meal and placing that order. This prototype could be used in a usability study.

USABILITY STUDY PARAMETERS
(See above description.)
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Study Type: Moderated
Location: Remote
Participants: 5
Length: 5 - 7 minutes
USABILITY STUDY FINDINGS
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Users want to order quickly without always creating an account.
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Users want access to icons that clearly indicate their purpose, and that are helpful in navigating the app.
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Users need the checkout process to be simple and understandable.
Mockups & High Fidelity Prototype
MOCKUPS
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In an effort to refine the initial wireframe for the payment screen, I included a section for users to enter
in their credit card information as well as a section for users to select a time to pick up their order.
Early designs in the wireframe stage provided a great template for the final design of the menu screen.
HIGH-FIDELITY PROTOTYPE
The final high-fidelity prototype presented userflows that directed users from Login to Checkout. It also included motion and animation to make the transition from each screen seamless.
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ACCESSIBILITY CONSIDERATIONS
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Text settings for users to increase or decrease text size within the app.
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Commonly recognized icons used to make navigation easier.
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Gesture settings so that users can have control over various actions in the app that may be distracting to them.
Reflection & Next Steps
IMPACT
The app encourages users to order from Veneta’s because they trust that it will make ordering their favorite meals a simple and seamless process.
1. Follow up with users after a period of time to see if their feelings about the app have remained the same or changed.
WHAT I LEARNED
I learned a lot about the design process, particularly how ongoing research is crucial, and aids in refining the product so that it suits the needs of it's users.