For our UIUX class final project, we designed an app for a startup based on only their
objective. We chose
Rescue, an NGO that organizes volunteers to help deliver surplus food from
restaurants to food pantries visited by people facing food insecurity.
How do we unify the process of delivering surplus food
between food providers, volunteers, community NGOs and maximize
As a result, we created an app that makes it fun and easy to pick up and
deliver food. Suppliers begin by posting pickups, and the algorithm will match what food
they are giving out to NGOs that need it, creating a task for volunteers
I began the project by reviewing recent events and online
forums to know more about Suppliers' struggles to get rid of excess stock and
how NGO employees receive surplus food from retailers. We then conducted
semi-structured interviews with Brown students who volunteer at a farm produce redistribution program to understand their habits and frustrations.
Volunteers cannot do tasks that don't fit their schedules.
Miscommunication happens when volunteers have to individually contact
Volunteers experience burn-out and disengagement when tasks are too
Suppliers and NGOs feel that information is scattered- there isn't one
place to see what Suppliers will give, when NGOs are open, and when volunteers are
coming by to pick up/deliver food.
From our research, I created 3 personas that represent our user group.
This helps us better visualize their frustrations and define the problem space.
Make it easy for Suppliers to post a pickup and NGOs to show their availability for deliveries.
Allow volunteers to choose tasks based on time
Real-time update Suppliers/NGOs when Volunteer is coming
Create achievement metrics to engage the volunteer
With the design requirements in mind, I mapped out the user flow to ideate
Wireframing and Initial Testing
Base on the user flow, we created wireframes to test usability. We got
users to read one of the persona cards, then gave them a task to do from the perspective of
a Volunteer, Supplier, or NGO. The feedback from usability testing
helped us identify key user scenarios for focused design iterations.
After solidifying our interactive flow, I took the lead in turning our
app's values into our visual identity. We wanted to remind users of the social and
environmental impact they are making. Therefore, the neo mint green theme
creates a fresh look and goes hand in hand with environmental-friendliness.
Like all school projects done in a time crunch, the Supplier and NGO
experiences were not ideal. I took the time to redesign all the screens, focusing on
intuitive and cohesive experiences. See my redesigns below!
Supplier User Journey
May posts a pickup.
As the day ends, May has some extra unused ingredients and decides to donate it. Pete, a volunteer, claims her pickup, and May can see how far away he is. Once Pete picks up the order, May's posting is complete and she can leave a thank you note for Pete.
Volunteer User Journey
Pete picks and completes a task in his preferred time.
Pete decides to do a task after his last class at 7pm. He uses the time filter and picks a short task that is between 7pm and 9pm. He drives to May's restaurant and confirms the pickup.
NGO User Journey
Earl receives a delivery.
After serving dinner, Earl has time to manage and receive donations from restaurants. He toggles the switch to open the NGO for receiving deliveries. He can quickly see when Pete is coming and what he is delivering. Once Earl receives the delivery and Pete confirms it,
Earl leaves Pete a thank you note.
Volunteer User Journey
Woohoo! Pete wins achievements.
When Pete completes the task, he receives a thank you
note and gains achievements. He can check his accomplishments in his profile.
Try out the final prototype!
User Testing, again!
Lastly, we submitted our volunteer hi-fi prototype to UserTesting.com.
We hypothesize that the one-directional design of
navigation user-friendly and allows users to complete the tasks with few
distractions. Three UX researchers (alias Abby, Bryan, Caleb) tested our
interface, and we quantitatively and qualitatively analyzed their responses.
Our hypothesis was supported because our users successfully
used the app to make a delivery in 2:45 minutes. Abby mentioned that seeing her achievements
at the end makes her feel an “adrenaline rush,” and
Brian noted that his
accomplishments keep him engaged.
For future UX improvements, I would look into:
1. Accessibility for disabilities
For color-blind users, revamp our app's red-green color scheme so elements are more
For Supplier/NGO contacts with visual impairments, include a note that tells the
volunteer to call the Supplier/NGO employer rather than text.
For volunteers with hearing impairments, include a note that tells the Supplier/NGO
employer to text rather than call.
2. Gamify achievements to increase motivation
Make Achievements a plant that grows with donations, so Suppliers and Volunteers can
visually see their contributions in helping the planet go green.
3. Onboarding pages for elderly NGO workers
Teach older workers how to scroll in a carousel to check what food the Volunteer is bringing.
If you are interested in chatting more about my work, I would
love to hear from you. Otherwise, thanks for reading!