Hungry App Design


ordering food is never easier

ABOUT

My role

UX Designer working with 2PMs, 4 developers (iOS and Android)

App facts

As of 10/2018, 8000+ users have installed the App. 4000+ users have signed up/in. Daily orders are around 500-600. It only covers San Diego area, CA.

INTRODUCING HUNGRY

Limited lunch break on weekdays? Tired of restaurants nearby office building? Do not want to pay $5 or more fee to UberEats or Doordash? Hungry can help!

Something looks appetizing? Add to cart!

For weekday lunches, users want to decide quickly. So, the App is designed and built all around dishes. More information, eg. reviews, restaurants, does not necessarily lead to better and quicker decisions.

View cart and quick checkout

Users want an efficient checkout. We want the same too! Whole checkout flow aims at offering you efficient and delightful experience.

DESIGN WITH CONSTRAINTS

Besides the above brand new design, I'm also making practical changes to Hungry's exsiting design. I have to work with many constraints and have the most workable design solution.

Redesign set pick-up flow

In Hungry, during check-out, users need to pick up their food by themselves. So in check-out, there is a very important flow for users to set their pick-up.

Redesign for this flow in urgent need because existing one is not efficient any more. After discussions, we've decided following:

Specific requirements:

  • choose an area first, then set pick-up in chosen area;
  • search pick-up by address or see pick-up nearby users' current location;
  • a form to request new pick-up if users find none pick-up spots.

Maybe you're wondering: if users can find pick-ups by search and by current location, why choose areas first? That is because: now the App covers only limited areas. Having "choose area" first gives users the mindset that pick-ups are only offered in limited areas, not everywhere.

As pick-ups continue to increase, "choose area" will be taken off.

Note: illustrations are credited to Lu Zhang.

Before I reach above most workable solution, I've had design options that cannot go to production cycle, either because it's time-consuming or it's technically impossible.

A valuable lesson I learned from here is: I should have talked to engineers much earlier in my design process. Before I finished the high-fi options, I had paper sketches and low-fi wireframes. If I had talked to engineers in these early stages, I should have decided to give these options up much earlier.

Icons

Some icons in use are either confusing, or not visually good/clear enough.

WORK WITH ENGINEERS

Hungry is the first real App I've worked on and I've learned so much working with our awesome engineers.

#1 Lesson

Think about every screen in user flows, and have them in Sketch/Zeplin.

How do I learn this lesson?

Feeling a little bit embarrassed for not quite doing my job, I finish the auto-complete quickly and upload it to Zeplin.

#2 Lesson

Do not only think about happy path. Think about cases in which things go wrong.

What if there is no pick-up nearby? What if some pick-ups are closed? What if something goes wrong with the server and users see no information/map/preview image at all?

DESIGN NEVER ENDS

After launching new designs, we listen to our users carefully, and try to fix any issues in next iteration.

New set pick-up flow is good, but. . .

In the new set pick-up flow, Users can submit forms to request new pick-up spots by tapping Plus Button. I make it prominent so that it's easily discoverable.

However, some users believe their requested pick-up spots will be available immediately. So they complain about why they cannot choose their requested pick-up spot when they check out.

SOLUTION: add a pop-up, letting users know they are requesting new pick-up spots FOR LATER. It turns out to be effective. We receive less requests and complaints.

DESIGN FOR ANDROID

Hungry is available in Android too! I primarily design for iOS and then make some core screens in Android style.

Design for Android is different from iOS in many aspects: screen size, design guidelines, components, methods of interactions, etc. I'll not go deep into this, following are some Android screens FYI:

REFLECTIONS

Personal progress

Like I've mentioned many times ealier, I've learned many lessons in Hungy, mostly about how to better work with engineers.

Plus, I've been motivated to learn how to make digital illustrations, because when working on Hungry, I do find out illustrations can be very useful in some cases. You are welcome to see my illustration work at Dribbble.

Final note

I've been working on Hungry from 02/2018 to 10/2018, first as the only UX Designer, then as Lead UX Designer. Design work presented here is completed by myself, except for illustrations (all noted above) which are credited to Lu Zhang.