Greenify

End-to-end app design for the better of the world
Project overview:
Create an app to help users understand how their food choices impact both the environment and their own health through the use of data collected by artificial intelligence.
My role:
UX/UI Designer for new feature
Duration 3/14/24 - 4/25/24
Tools used:
Figma, Miro, Whimsical, Maze, Photoshop
The problem:
We do not have a strong enough understanding of how our food product choices impact both the environment and our own health. Not having fast, easy access to this information makes weighing our impact difficult.
The goal:
Create an app that helps the individual make informed choices about the food they buy through the use of data collected by artificial intelligence. Offer a resource that can execute product barcode scans in order to identify an item’s environmental impact, as well as show the real-time effects that one’s food habits can have on the environment.
Link to Prototype

Design Process

Empathize

Competitive Analysis:
As a starting point, I did a google search to learn more about what apps are already out there in the market, and how people feel about using them. I then proceeded to download and test out every carbon footprint-driven app I could find in the app store. These were the key results:
  • The majority of apps emphasized measuring one’s environmental impact via inputting one's data from their past actions, which might be difficult to accurately recall and tedious to do.
  • Many apps had an option to find a way to offset one’s carbon footprint via financial donations to green causes or other efforts (i.e. plant a tree).
  • There were several apps that covered several topics (including food) and offered either facts, challenges, or calculators to measure impact. Surprisingly few offered social features.
User Survey:
I conducted a series of virtual interviews (5 participants) and online surveys (8 participants), asking questions pertaining to how individuals track their carbon footprints, how they make environmental choices, and how other factors (such as price and convenience) come into play in the individual decision making process.

The results:
Key considerations to explore based on feedback:

Ideate

Affinity Mapping:
Using Miro, I began to synthesize all of the feedback that I received in interviews and through online surveys, in order to make sense of the large & valuable input from potential users. With this, I was able to start making connections in user needs and values.

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Discovering overlapping opinions, such as multiple users wanting to know about the origins of their food products, users having similar motivations for what drove them to use an app, and how users felt about their individual impact helped me to solidify pain points and start to think about what solutions might look like.

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Personas:
From here, it was time to create some examples of users and try to view the world from their needs, motivations, and limitations to better understand how the app might best be designed and fit into their lives. Looking at the driving forces that connected all the personas, I decided that a focus on health, emotional rewards, and social integration would be relevant for a large portion of the app’s audience.

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Goal Setting:
The next step was to take the information gathered and explore the business goals, user goals, and technical considerations that might go into the development of this app. From this exercise, I confirmed that the app should attract and keep users though positive educational strategies, offer fast delivery of information on products, and steer clear of any guilt-inducing tactics in relation to environmental goals.

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Define

Problem Statement and Feature Set:
To begin the process of conceptualizing the Greenify app, I started with Point of View & How Might We statements to help decipher fitting design solutions. From there, I began to write down all the features I’d like to see in the app.

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Site Map:
One of my favorite parts of the UX process is taking all of the information we have gathered and defined, and beginning to map out what this might look like in actual product form. Using Whimsical, I began with a site map to offer a general idea of what all of those items from the list in the feature sets might look like in the app experience.
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User Flow:
Now it was time to think about all possible outcomes as users travel through the app, good and bad. It never fails to amaze me how wild these flows end up looking - sort of like a Rube Goldberg machine - and this one was no exception!
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Prototype

Hand Sketches:
Before taking things to Figma, it was helpful to draw out a few concepts. I call this my “chicken scratch” design work as it is always a bit chaotic and messy, but gives me a solid idea of how to move forward.

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Since this app would be a new concept, I knew I wanted to do a broad strokes product introduction to help users understand its purpose.

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There were a lot of pages to cover: since it was one of the more elaborate ideas, one of the first things I set about sketching was how the barcode scan page would work, as well as how the results would be presented to the user.

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I wanted to offer some visual harmony across all pages, as there would be seemingly endless amounts of information to share, so one of the first design challenges was deciding how I would visually unify the details of activity feed, impact information, and food product information while not making them so similar it that it became confusing to look at. I explored many, many different variations, but ultimately felt like one design pattern stood out against the rest

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Lo-Fi Wireframes:
Now it was time to start to move my design work into a digital space. The original name idea for my project was “Foodprint,” which I sadly later learned belonged to a heavily trademarked company!

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The sketches I had previously completed helped me to quickly place my concepts into lo-fi frames. Actually having a true-to-size grid to design within helped me see what was working, and where issues (such as spacing that would cause accidental taps because too many icons were next to each other in the header) were starting to arise.
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Style Guide, Mood Board and UI Kit:
In order to maintain consistency throughout the UI process, I created a style guide, mood board, and later, as design was underway, a UI Kit. I opted for illustrations over images and kept the colors mostly muted and soft with a few bright splashes, of course keeping the color green in mind. The body font was the friendly workman type of Open Sans, while I went in a more romantic direction with the logo typeface via the Romancella font. In the mood board, I used photography and watercolor art to explore the emotional aspects of the design, but ultimately knew the direction of the app would be illustration-exclusive.
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Hi-Fi Wireframes:
It was time to take the research, ideating, mapping, early wire framing, and brand identity, and begin the process of developing all of these components into a product with a visually pleasing design.
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As I moved into hi-fi wireframes, I wanted to make sure the app was inviting, visually appealing, and not too sparse or utilitarian. Recurring themes, like a soft green circular motif behind illustrations and colorful headers on the results of food product searches, helped tie the design together. Tidying up the size of icons and making the best use of the limited real estate at the top of the page was an ongoing challenge that went through quite a few iterations.
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Test

Testing and Revisions:
Two tests were performed throughout this capstone project: an unmoderated Maze test on the lo-fi wireframes (5 participants), and a moderated user test on the hi-fi wireframes (5 participants). The unmoderated Maze results identified several problem areas before I went too deep into designing the UI, while the moderated test gave me more of a qualitative experience with users, showing additional trouble spots, such as confusion over the wording of a button (even though they ended up making the right choice, this wouldn’t have been apparent in unmoderated testing), and frustrations over too many confirmations or steps.

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Issues that needed addressing based on user feedback:
  • Fix button discovery issues, especially in the processes of deleting an item or updating impact info
  • Reduce number of steps to complete an action: deleting a saved item proved to be particularly unenjoyable for users
  • Fix real estate issues: too much space given to header, reduce height of input fields & fix spacing issues (gaps too wide in places)
  • Fix the confusing delete icon (change to a button)
  • Add native features: missed opportunities to use native i0s buttons
  • Update confusing navigation icon (the Greenify pear logo was initially used for the home icon)
  • Revise language choices for buttons: some buttons were too wordy or unclear
Conclusion