Maxwell Chen

FRIJ

helping reduce food waste for everyone

Maxwell Chen

Ethan Allwood

Alex Luoan

Jack Luo

Role: UX research and UI design

Skills: Heuristic Evaluation, User Testing, Prototyping

Tools: Figma, UX Pin

Duration: 5 Weeks

About/Overview

FRIJ is a food tracking app that allows users to keep track of the groceries they buy. As well as providing them with recipes based on the ingredients they already have at home.

This project was the final assignment for SFUs Interactive Arts and Technology third year course Interaction Design. The assignment had us design a new app that would help seniors age 75+ in a design domain based on our research.

Frij onboarding screen

*collaborative

Finding our Design Scope

Conducting primary research I found that many of the people I spoke with expressed difficulties surrounding grocery shopping and meal preparations, whether that be physical limitations not being able to go by themselves or problems surrounding memory of what they already had to eat.

These insights of difficulties around food and shopping allowed us to narrow our scope of what we were designing for- linking insights on both primary and secondary research we were able to frame two major design problems that linked across all of our research.

drawing of an iphone and clock

Design Scope

These insights of difficulties around food and shopping allowed use to narrow our scope of what we were designing for- linking insights on both primary and secondary research we were able to frame two major design problems that linked across all of our research.

Expiry date tracking would help eliminate unnecessary food waste for seniors who have issues with memory. Our research also found that this system would be beneficial for young adults or university students who may forget about the food they already have because of busy schedules.

Personas

Primary persona sarah, a retired independant senior
Secondary persona Maggie, a college student living alone

Designing for Sarah

low fidelity

Because we are designing for an audience that may not be familiar with mobile app conventions, we developed rough wireframes that would only use basic interactions with clear affordances of what each action did to create straight forward interactions and limit the cognitive load on the user. Designing low fidelity wireframes also allowed us to establish the potential interactions and the pathway of the user.

 low fidelity wireframes of different screens
 low fidelity wireframes of different screens

Exlporing Interactions

med fidelity

In this stage we began experimenting with our different interaction patterns paying close attention the physical capabilities of our senior user base.

Wireframe 1

Medium fidelity wireframe

Wireframe 2

Medium fidelity wireframe

Wireframe 3

Medium fidelity wireframe

Refining Interactions

high fidelity

Based on feedback on hierarchy and creating more contrast within the app we reviewed our wireframe iterations and refined one of them, adding elements and systems of interactions from others that worked best, combining them into a unified design.

two high fidelity wireframe

Prototyping

Using UX pin, an online prototyping tool, we began creating a prototype that we could use for user testing and perform heuristic evaluation.

*collaborative

User Testing

Planning user testing, our initial process was to test our user interface with a mix of younger and older audiences. While we put more focus on the results from our older audiences, the younger audiences were more accessible and helped increase our sample size to create more diversive results in our findings. From our usability test we discovered four main categories of issue in the interface that we grouped as: visibility, affordance clarity, error prevention, and copy writing.

two green icons of people

Visual Affordance

insight

For older audiences, the current text in the interface are too small for them to see. Additionally the lack of colour contrast makes it hard for both young and older users to differentiate certain clusters. There were also some cases of confusion surrounding the inconsistent use of icons.

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solution

Beyond simple changes like larger font size and bolder colour choices, the overall visibility and clarity of the app could be improved through more consistent icon usage on the main page, like using the red and yellow warning icons from the overview panel a second time in the list view to tie the two elements together.

Affordance Clarity

insight

Many of our affordances struggled to properly communicate their function or bring attention to their presence, some of these include:

  • Struggling to realize the pinned item list could expanded
  • Poor visual separation between the overview and other items on the list page
  • Unclear naming of the “profile” page which includes other features
  • A lack of visual feedback when selecting items on the recipe search

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solution

Many of these issues could be solved through the use of more clear visual feedback on user actions, more clearly understandable affordances for things like the pinned item dropdown, and creating better visual separation for important items like the overview panel or recipe search button.

Final Mockup

*collaborative