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Cafeteria App

Case study cover of Cafeteria App. The left side on a white 
              background the text: Cafeteria App Case Study, By Kelly Santos, 2022. 
              The right side shows Four smartphones showcasing the Cafeteria app.
              The right side shows 4 screens displaying the app logo, coffee menu with prices, 
              close-up images of coffee drinks, and Sign-in and Sign-up options.

Case Study | Kelly Santos | 2022

This case study details the step-by-step development process of Cafeteria App, using the Design Thinking methodology, which resulted in an app that combines the functionality for ordering drinks, book tables, making payments, and splitting bills, all in one place.

Case study cover of Cafeteria App. The left side on a white background 
              the text: Cafeteria App Case Study, By Kelly Santos, 2022. 
              The right side shows Four smartphones showcasing the Cafeteria app.
              The right side shows 4 screens displaying the app logo, coffee menu with prices, 
              close-up images of coffee drinks, and Sign-in and Sign-up options.

Project overview

About the project

A smartphone screen displays a photo of the Cafeteria coffee shop interior, 
                featuring a long wooden table with X-shaped iron legs, round wooden stools, 
                copper pendant lights, and customers seated at tables in the background. 
                Menu boards are visible on the wall, and the phone's blue case frames the image.

This project aims to develop a mobile app for The Cafeteria that translates its physical charm into a digital experience, evoking a cozy atmosphere and the scent of fresh coffee while putting its services right at the user's fingertips.

Key objectives

Enable users to order drinks, book tables, making payments, all within the app.

Project Details

Scope of Work

  • Apply a Human-Centred Design (HCD) approach, utilising the Design Thinking Methodology to drive the project from discovery through to execution.
  • Conduct user research and analysis to understand user needs, pain points, behaviours, and refine the problem statement.
  • Design user flows, wireframes, prototypes, and animations.
  • Test the app to ensure usability and iterate the designs based on feedback.

Methodology

Design Thinking is a human-centred methodology that uses a five-stage process, Empathise, Define, Ideate, Prototype, and Test, to understand users and solve problems, resulting in solutions that are desirable, feasible, and viable.

This project employed the Design Thinking Methodology, guiding the process through user research, ideation, prototyping, and testing to produce the final Cafeteria App design.

Design Thinking Methodology, five stages: Empathise, Define, Ideate, Prototype, and Test.
Illustration representing diverse user perspective.

Empathise

Empathise is the first phase of the Design Thinking process; it focuses on employing a variety of tools to uncover and understand the feelings, thoughts, and experiences of users, gathering data and insights to guide the design solutions.

To ensure a deep understanding of users and their experiences, 6 key methods were utilised to gather and structure data:

  • Observations
  • Competitive Audits
  • User interviews
  • User journeys
  • Personas
  • Pain points

Observations

Observation is a method that involves systematically watching and recording behaviours, events, or phenomena. It is a qualitative research approach that allows to gather data in a natural environment, without directly interacting with participants, to better understand the user experience.

An observation session was conducted on Thursday, 8 June 2022, during a visit to the Cafeteria shop. The visit aimed to better understand their environment, services and customers' behaviours, feelings and actions.

Observation Note

Category Details Revealed
Ambiance The coffee shop offered a cosy space with a warm decoration.
Spatial Layout The lighting, tables and stools are harmoniously displayed, making the customers feel welcomed and relaxed.
Product Offering The menu is simplified, with few but assertive options of the classics contributing to the service agility and efficiency.
Traffic Patterns The space was well-visited all day, mainly during the peak periods when customers faced long queues.
Customer Behaviour Customers waited for their coffee while demonstrating impatience, conveying that they were running late or short on time.

Insight

The combination of a cosy and warm space, efficient service and simplified menu has proven to be an effective strategy for building client loyalty, making the experience be worthwhile for customers.

Competitive Audit

A competitive audit is a tool used to evaluate the strengths and weaknesses of current and potential competitors. It provides vital insights into market trends, identifies gaps, and reveals opportunities to enhance the user experience.

An online competitive audit was conducted with three competitors (direct and indirect) mostly to identify the pros and cons of the competitors' digital (mobile or web) usability, offering and positioning.

Competitive Audit Planning

Cafeteria App: Competitive Audit Report
A four-page UX design document titled 'Cafeteria App 
                  Competitive Audit Report by researcher Kelly Santos'. 
                  The report outlines a competitive analysis of three coffee providers: 
                  Global Brew (an international chain), 
                  FastBites McCafé (a fast-food coffee arm), 
                  and Artisan Bean (a local Melbourne boutique café). 
                  The pages include sections for audit goals, competitor descriptions, 
                  a comparison table of digital services, and a breakdown of strengths and 
                  weaknesses regarding website usability and market positioning.

Competitive Audit Outcome

The audit reveals that while competitors excel in visual branding, they fail in digital inclusivity and direct-to-web functionality.

FastBites offers robust integration but lacks accessibility, while Global Brew and Artisan Bean ignore direct web-ordering.

Cafeteria’s app can bridge this gap by combining premium artisanal positioning with a high-utility interface, prioritizing price transparency, and frictionless "order ahead" features.

User Interviews

User interviews is a tool used to gather qualitative data and insights; it involves conversations with participants to understand their thoughts, feelings, and experiences.

Semi-structured, face-to-face interviews were conducted mostly to identify the users' (general public this time) needs, motivations, and pain points related to their daily cafe and dining experiences.

User Interviews Planning

Interview Questions for Cafeteria consumers
A two-page document titled 'Interview Questions for Cafeteria App,' 
                  authored by UX researcher Kelly Santos. The first page covers Target Audience 
                  Demographics (name, age, occupation, dining habits) and Needs, Preferences, 
                  and Motivations, focusing on what makes a coffee shop visit successful. 
                  The second page continues with questions regarding Pain Points and Obstacles, 
                  such as time management, transaction experiences, and information accessibility, 
                  concluding with a Disclaimer on data storage and security.

User Interviews Outcome

The user interview analysis successfully identified a diverse segment of target users, ranging from busy professionals to social and leisure seekers. The research outlines how their varying daily routines influence their experience within coffee shop environments.

This diversity is evident in the following quote extracts:

Quote Extract Category / Analysis Implication
I often have to skip my coffee break entirely because the queue is just too long to risk it before my next meeting. Time Constraints / Barriers Highlights a high friction point regarding wait times.
It’s frustrating when we arrive as a group and there’s nowhere to sit, or we can't split a single bill. Social Dynamics / Friction Highlights a friction point related to social dynamics. The app must provide real-time table availability and a friction-free "split-bill" feature to support group dynamics.
I'd visit more often if I knew for sure they had comfortable seating and a quiet atmosphere for me to read or work. Environment / Accessibility Confirms that information transparency (noise levels/seating status) is a key motivator for choosing a location.

Personas

A persona is a method used to create a fictional character that represents a group with common characteristics, such as their demographics, behaviours, motivations, and goals, clearly informing the project's target users.

It was identified two primary user personas: a time-constrained professional seeking efficiency and a retiree prioritizing comfort and accessibility.

Analla (Manager)
A persona profile for Analla, a 38-year-old hospital manager and mother 
                    from Melbourne. The page features a photo of a woman looking over her shoulder 
                    against a coastal background. It details her busy lifestyle and goals for a quiet 
                    space with fast service for espresso, while highlighting frustrations such as noisy 
                    environments, long payment queues, and incorrect orders.
Ned (Retiree)
A persona profile for Ned, a 60-year-old retiree from Melbourne. 
                    The page features a close-up photo of an older man with glasses and includes 
                    sections on his background as an orchid grower, 
                    his goals of finding comfortable seating and a good menu for tea with friends, 
                    and frustrations like long wait times and the inability to split bills.

User Journeys

A user journey is a method that visually maps the path a user takes to achieve a specific goal, highlighting their actions, thoughts, feelings, and pain points at each stage to identify opportunities for improvement.

The following four Journey Maps track the personas paths to achieve their goal.

Analla's User journey map (Hospital Manager)

Analla’s journey map illustrates her path to enjoying an espresso during her coffee break: from checking her schedule and driving to the shop, to savouring her drink and finally returning to work.

A User Journey Map table for a persona named Analla. The table tracks 
                    her journey to get an aromatic espresso across six stages: Going to the Shop, 
                    Finding a Table, Waiting for the waitress, Making the Order, 
                    Getting the Order, and Payment. It lists specific tasks, 
                    emotional states (ranging from anxious to content), 
                    and improvement opportunities, such as mobile booking 
                    and real-time order tracking.
Ned's User journey map (Retiree)

Ned’s journey map illustrates his experience of catching up with friends at a coffee shop. It highlights his desire for a cozy, accessible environment while identifying frustrations regarding the waiting times and the payment process.

A User Journey Map table for Ned, a 60-year-old retiree living in Melbourne. 
                    The image features a portrait of an older man with glasses and includes sections on his 
                    background as an orchid grower, his goals such as finding a warm cup of tea and 
                    comfortable chairs, and frustrations like unavailable tables and the inability to 
                    split payment bills.

Pain Points

Pain points are a method used to identify and declare specific problems or frustrations that target users experience while interacting with a product, service, or system, providing critical focus for the design process.

These two primary pain points represent the most significant barriers preventing users from achieving their goals.

Ordering Friction

Analla | Manager | 38 yo

Analla's photo, she has short, dark hair and is looking 
                      away from the camera. The background appears to be a beach 
                      scene with the ocean and palm trees. She is wearing a patterned top.

Pain points:

Analla, a busy professional, struggles with unpredictable wait times and queuing during her limited work breaks. She needs a streamlined digital solution to order her coffee in advance, allowing her to maximize her break and minimize stress.

Booking and Payment Barriers

Ned | Retiree | 60 yo

Ned's photo, he is in his 60s. He has thinning, 
                      light-coloured hair and is wearing glasses and a brown jacket over a 
                      green shirt. He is looking directly at the camera with a neutral expression. 
                      The background is blurred but suggests an urban outdoor setting with 
                      buildings, a street, and a car.

Pain points:

Ned, a social seeker, struggles with finding available seating and managing group payments at busy cafes. He needs a reliable way to book tables and split bills easily to ensure a comfortable and seamless experience with his friends.

Emphasise Outcome

Research conducted through the Design Thinking methodology confirms that users need a unified Cafeteria App to order drinks, book tables, and process payments.

Currently, users like Ned face frustrations with seating and bill-splitting, while Analla struggles with time-consuming queues that disrupt her work schedule.

By consolidating these features, the app will provide a faster and more seamless experience for all users.

Define

Define is the second phase of the Design Thinking process; it involves taking the information gathered during the Empathise phase to clearly establish the users' needs and problems.

To establish a clear project direction, this phase focused on three core outcomes:

  • Problem Statement
  • Storyboard
  • Goal Statement

Problem Statement

A problem statement is a method that takes the raw data of user pain points and structures it into a clear, actionable, and concise definition of the problem intended to be solved.

The following problem statements highlight the pain points and needs identified: Ordering Friction and Booking and Payment Barriers, providing a focused foundation for subsequent design solutions.

Analla's Problem Statement (Ordering Friction)
A problem statement card for Analla. It features her 
                  photo and lists her occupation as Manager. The Who needs section specifies: 
                  A fast and frictionless way to order her espresso that fits within her tight schedule. 
                  The Because section notes: This moment of relaxation is critical for her mental 
                  recharge and productivity for the rest of her day.
Ned's Problem Statement (Booking and Payment Barriers)
A problem statement card for Ned. It features his photo and lists his 
                  occupation as Retiree. The Who needs section states:
                   To ensure a comfortable, guaranteed space for his group and a 
                   simplified bill-splitting process. The Because section explains: 
                   Minimizing friction allows him to fully enjoy his time with friends and family.

Storyboard | Highlight

A storyboard is a visual representation of a user's journey, illustrating key moments, interactions, and emotions to communicate the narrative and context. It is used to understand, address, and clarify user experiences.

Analla's Storyboard

The following storyboard visually demonstrates her expectations, when facing a frustration.

A six-panel storyboard titled 'Analla’s Journey.' 
                It illustrates a busy manager finding a gap in her schedule, 
                arriving at a crowded coffee shop with a long line, and wishing for a solution. 
                She envisions using a mobile app to pre-order an espresso and book a table, 
                a solution that allows her to enjoy a relaxing break and return to the office
                 feeling recharged.

Analla finds the peak hours at Cafeteria challenging. She believes that if the cafe offered an app for ordering drinks and book tables, she would have more time to relax and feel reinvigorated after her break.

Goal Statement

Goal statement is a clear and concise articulation of the desired outcome of a project, guiding the design process and ensuring alignment with user needs and business objectives.

The following goal statement was defined based on the observation, insights, data, and feedback gathered through the user research:

The Cafeteria App will let users seamlessly order drinks, book tables, and manage group payments. This will positively affect both customers and the business by providing a faster, more flexible cafe experience while allowing the business to optimize resource planning and operations. Effectiveness will be measured by analyzing user engagement metrics and business performance feedback.

Ideate

Ideate is the third phase of the Design Thinking process; it focuses on generating and exploring a wide range of potential solutions to the users' needs and problems identified during the Define phase.

In the Ideate phase, problem definitions were transformed into actionable solutions, resulting in four core strategic outcomes:

  • Hypothesis Statement
  • Need-Solution Framing
  • Information Architecture
  • User-Flow

Hypothesis Statement

A hypothesis statement is a method that informs educated, testable assumptions. It translates user insights or needs into actionable design solutions.

The following hypotheses were developed to address the key pain points uncovered during the research phase. These "If-Then" statements predict how specific design decisions may impact the user and their experience.

Analla's If-Then Statement (Ordering Friction)
If/Then Statement for Analla: If she can pre-order coffee and 
                  schedule pickup, then she can maximize her break to relax and recharge 
                  before resuming her routine. Photo of Analla, Manager, is included.
Ned's If-Then Statement (Booking and Payment Barriers)
If/Then Statement for Ned: If he can secure group reservations and simplify 
                  bill splitting, then he can focus on connecting with friends without
                  friction. Photo of Ned, Retiree, is included.

Need-Solution Framing

Need-Solution Framing is the process that bridges user needs and solutions, clearly stating problems alongside refined and prioritized ideas that will guide the project toward its desired outcome.

Design process led to refined solutions addressing user needs, seeking to enhance their experience.

Ordering Friction

Analla | Manager | 38 yo

Analla's photo, she has short, dark hair and is looking away from the camera. 
                    The background appears to be a beach scene with the ocean and palm trees. 
                    She is wearing a patterned top.

User-needs:

Analla needs a fast and frictionless way to order her espresso that fits within her tight schedule.

Potential solution:

Implement pre-order functionality with time of pickup. This streamlines the pickup process and provides order transparency, effectively eliminating ordering friction for time-sensitive users.

Booking and Payment Barriers

Ned | Retiree | 60 yo

Ned's photo, he is in his 60s. He has thinning, 
                    light-coloured hair and is wearing glasses and a brown jacket over a 
                    green shirt. He is looking directly at the camera with a neutral expression. 
                    The background is blurred but suggests an urban outdoor setting with buildings, 
                    a street, and a car.

User-needs:

Ned needs to ensure a comfortable, guaranteed space (tables and seats) for his group and a simplified bill-splitting process.

Potential solution:

Develop a seamless reservation system with integrated group payment and bill-splitting tools. This removes the barriers of securing a table and simplifies the checkout process for social groups.

Information Architecture

Information Architecture is a structural map of a digital product, illustrating how content is organized, labelled, and navigated to ensure clarity and usability for users.

This Information Architecture showcases the app's intuitive navigation and the core sections of the Cafeteria App (Home, Bag, Reorder, Favourites, and Account).

Cafeteria App Information Architecture

                A sitemap diagram for a 'Cafeteria App' showing a hierarchical structure of the 
                application's navigation. The top-level 'Cafeteria App' node branches into five main 
                categories: Home, Bag, Reorder, Favourites, and Account.
                The Home branch: includes sub-sections for Menu and Book a Table and the Account 
                branch includes sub-sections for Details, Address, History Activities. 
                The design features black rectangular labels with white text connected by simple grey lines on 
                a light off-white background.

User-Flow

User Flow is a visual representation of the pathways a user takes to complete tasks within a digital product, illustrating each step and decision point.

This user-flow illustrates the seamless navigation, allowing users to order, reorder, book a table, check favourites, manage their bag, and access their account, all with just one touch.

A 'Cafeteria App Access Process Diagram' featuring a flowchart and a 
                four-step process description. The diagram maps the user journey from the 
                'Welcome Screen' through authentication (Sign-In/Sign-Up) or direct access, 
                leading to a 'Select Action' hub. From there, users can navigate to features 
                like Menu, Book a Table, Bag, Reorder, Favourites, and Account before finalizing 
                their session and leaving the app.

Prototype

Prototype is the fourth phase of the Design Thinking process; it transforms ideas that emerged during the Ideate phase into a tangible, cost-saving, and low-risk model of a product used to validate its design and concept.

The Prototype phase demonstrates a systematic approach to design, translating concepts into tangible, testable representations. This phase produced five key outcome:

  • Design Phase
  • Hi-Fi Prototypes

Design Phase

The development process began with preliminary paper sketches, which were iterated into digital wireframes. Finally, these were enriched with high-resolution imagery, branding, and interactive elements to create high-fidelity mockups that accurately represent the final design.

A side-by-side progression of the 'Cafeteria' mobile app menu screen across 
                three design stages: Sketches, Wireframes, and mockups.

Hi-fidelity prototype

Hi-fidelity prototypes visually and functionally mimic the final product, illustrating realistic interactions, visual design, and user flows to facilitate thorough testing.

A high-fidelity prototype was developed to merge visual design with an interactive model. This served to illustrate the intended look and feel, while also being utilised for further usability testing and refinement.

A sequence of seven high-fidelity mobile mock-ups for the 'Cafeteria' app, showcasing a clean black-and-white theme with high-quality coffee imagery. The screens include:
                A minimalist Splash Screen and Sign-In/Sign-Up page.
                A Menu displaying various coffee types with prices.
                An customization selectors order screen for a Cappuccino with 
                customization options (milk type and quantity).
                A Booking Interface featuring a calendar, time selectors, and a floor plan for 
                selecting a table.
                A final Confirmation screen with a 'Thank you!' message, 
                order details, and an address in Melbourne.

Hi-fidelity prototype features

This hi-fidelity prototype video walkthrough of the Cafeteria App hi-fidelity prototype:

  • Starting from the splash screen, the Cafeteria App immerses users in the ambiance of the café, reinforcing the brand identity. It replicates the experience of walking into the shop, assuring users they are in the right place.
  • The sign-in screen evokes the feeling of standing at the entrance, giving users the option to enter or explore the menu.
  • Once inside, users can explore the menu at their own pace to choose, add items to their favourites, and place their order.
  • Alternatively, they can seamlessly navigate across the app and even personalise their account settings.

Test

Test is the fifth phase of the Design Thinking process; it actively evaluates the prototype’s concept, user flow, design, and functionality through real user interaction and feedback, identifying usability issues and driving design iterations.

In this phase, designs were assessed to identify usability issues and directly inform further refinement. The key outcomes of this testing phase include:

  • Usability Study
  • Refinement
  • Accessibility
  • Final Prototype

Usability study

In this phase, two rounds of usability studies were conducted to evaluate the prototype with users, identifying pain points and friction to inform design refinements for an intuitive and friction-free app experience.

  • Low-fidelity: Findings from this initial study guided the transition of the designs from wireframes to mock-ups. The test results from the low-fidelity prototype showed that the navigation was intuitive, and users found the information they needed.
  • Hi-fidelity: Subsequent usability testing with a high-fidelity prototype revealed that the table booking process was overly complex. Additionally, the dark visual aesthetic evoked a negative emotional response from users, indicating a clear need for refinement.

Refinement

Refinement is the stage in the Design Thinking process where identified usability issues found on the prototypes during the Test phase are resolved based on user feedback to create continuous improvements.

The results of usability tests revealed that users found the table booking process overly complex and visually dark, evoking a negative emotional response. To address this, the process was simplified and a more pleasant colour palette was selected.


                A side-by-side comparison of two versions of the 'Book a Table' screen for the 
                Cafeteria app, labeled with a red 'X' (incorrect) and a green checkmark (correct) 
                to show UX improvements.
                Left Version (Before): Features a dense layout with a full monthly 
                calendar, multiple numerical input fields for guests and times, and a monochromatic
                 restaurant floor plan.
                Right Version (After): Shows a streamlined, high-contrast design using teal accent
                headers. It replaces the complex calendar with simple date and time dropdowns and 
                introduces a color-coded restaurant layout where available tables are highlighted in 
                teal for better visibility and ease of use.

Accessibility

Accessibility in digital products focuses on ensuring usability for individuals with diverse abilities, visually representing features that accommodate various needs and promote inclusivity.

Accessibility | Layout

The app's layout was carefully crafted to ensure clear readability, employing a light and airy background, and incorporating visually appealing images to capture attention.

A high-fidelity mobile mock-up of the 'Cafeteria' app menu screen, demonstrating 
                  UX accessibility and layout principles. A callout points to the light and airy background, 
                  highlighting clean white space for readability. Another callout identifies 
                  appealing images, showing a grid of professional coffee photography 
                  (Espresso, Latte, Macchiato, Affogato) with clear pricing. The design features a 
                  minimalist black-and-white theme and a bottom navigation bar

Accessibility | Typography

Clear and solid typography based on Poppins sans-serif fonts makes the information scannable and legible on the screen.

This Account screen mock-up highlights accessibility through Poppins 
                  sans-serif typography. Callouts identify different font weights used 
                  for headings and details, ensuring the user information remains scannable, 
                  legible, and well-organized.

Accessibility | Colour Contrast

Colour contrast used in this design improves legibility, enhances accessibility, establishes visual hierarchy, contributes to aesthetics, and aids in branding and recognition.

An 'Accessibility | Colour Contrast' showcase 
                  featuring a contrast checker tool alongside a 'Bag' checkout screen. 
                  The contrast checker demonstrates an 11.04:1 ratio, passing WCAG AA 
                  and AAA standards for legibility. The mobile mock-up applies these high-contrast 
                  principles using bold black text on a white background, ensuring a clear visual 
                  hierarchy for order options, item details, and the final checkout button.

Final Hi-fidelity prototype

A hi-fidelity prototype, the latest version, incorporates all the design refinements and improvements made based on user feedback and testing, showcases a cohesive and user-friendly experience for the Cafeteria App.

A sequence of seven high-fidelity mobile mock-ups for the 'Cafeteria' app, 
                  showcasing a refined user journey. The screens progress from a minimalist
                   splash and sign-in page to a visual menu, a detailed cappuccino customization 
                   screen with teal highlights, a streamlined 'Book A Table' interface with 
                   a color-coded floor plan, and a final order confirmation screen featuring a 
                   Melbourne address.

Takeaways

Impact

The Cafeteria App delivered a significant impact by blending the shop’s charm with a streamlined digital experience. By consolidating pre-orders, bookings, and group payments, the design eliminated common frustrations while maximizing efficiency for all users.

Analla's Quote

"I love how intuitive the navigation is. Whether I’m booking a table for a weekend catch-up or just re-ordering my favourite latte while on the go, the experience is seamless and stress-free. It’s clearly crafted with people like me in mind."

What was learned

The importance of inclusive design took centre stage throughout this project. For instance, when designing the "Book a Table" feature, accessibility was prioritised by adding arrow-based inputs for the number of guests and time selection.

This made the app easier to use for those with motor disabilities, such as Parkinson’s, or for users in high-mobility situations, like booking a table while walking or commuting on a train.

Acknowledgments