ASAP Grocery App

UX/UI
Class Project
May 2017

Worked with a team (Blake Royer and Gretchen Boley) through a class at Universal Mind to create a grocery shopping app by using design thinking and UX design processes including research, interviewing, wireframing, and prototyping.

ASAP Grocery App

UX/UI
Class Project
May 2017

Worked with a team (Blake Royer and Gretchen Boley) through a class at Universal Mind to create a grocery shopping app by using design thinking and UX design processes including research, interviewing, wireframing, and prototyping.

RESEARCH

Potential shoppers (or for this project, "runners" doing the shopping for someone else) were interviewed in order to gain more insight into what all should go in the app. It was concluded that runners needed an incentive to shop for someone else, as well as alleviations of common shopping journey pain points like slow checkout times, forgetting to put an item on a shopping list, wanting a quick way to navigate a store, etc.

CHALLENGES

  1. What are the use flows/user goals for this app?
  2. How do we improve a shopper's overall experience when it comes to ordering from the app, and doing the grocery running itself?

SOLUTION TO CHALLENGE 1

Basic use flows were created in order to show which screens accomplish which tasks, followed by app models to show what types of screens needed to be created for each task.

SOLUTION TO CHALLENGE 2

Storyboards were then created to better illustrate how the app can accomplish the user's goals (for example, there's a screen that shows the runner using the map feature of the app to find the groceries on their list more quickly than if they just looked at the list and tried finding things themselves.)

FINAL SCREENS AND TOUCHPOINTS

Along with the final app screens, merch to go along with the brand was designed, like a reusable shopping bag, and a car sticker for the delivery driver.