10 StuSnag
completed
DATE: JULY - AUGUST 2024
TOOLS: FIGMA, UX RESEARCH, WIREFRAMING, PROTOTYPING
COLLABORATOR: ANIKA BAJPAI
LINK: StuSnag prototype
TOOLS: FIGMA, UX RESEARCH, WIREFRAMING, PROTOTYPING
COLLABORATOR: ANIKA BAJPAI
LINK: StuSnag prototype
overview
what is it?
a prospective mobile app where students within a university campus can snag and give away groceries!
intent
the app is aimed at college students who want to practice sustainability, maximize a tight budget, and foster campus community!
stage 1: define
1. prompt
for this was a school project, we were given the prompt by the professor, which was to create a cooking/recipe app. however, it was in our hands to hone in on a specific avenue, and our guiding problem ended up being “how can we come up with a solution to the reality of tight student budgets and inevitable food waste when groceries aren’t able to be used in time?”. however, it is important to note that when we initially began this journey, we were pursuing to create a standard recipe application, but sometime in the middle of the research process, we felt compelled to shift.
for this was a school project, we were given the prompt by the professor, which was to create a cooking/recipe app. however, it was in our hands to hone in on a specific avenue, and our guiding problem ended up being “how can we come up with a solution to the reality of tight student budgets and inevitable food waste when groceries aren’t able to be used in time?”. however, it is important to note that when we initially began this journey, we were pursuing to create a standard recipe application, but sometime in the middle of the research process, we felt compelled to shift.
stage 2: research
1. landscaping
to kickstart the research, my collaborator and i looked at competing apps within this market and noted each one’s strengths/weaknesses, target audiences, and key features/user flows alonside some additional takeaways. all the apps seemed to follow a consistent set of features, such as searching, categories, and saving capabilities, as well as similar information architecture, with the searching feature residing at the top of the screen, and a nav bar at the bottom.
2. field research

we then placed ourselves in the consumers’ shoes, using the app YUMMLY as our recipe guide and following one of the recipes within the app. we mapped out the flow of our emotions/experience throughout the process, and we in particular felt frustration when trying to navigate the recipe due to the actual recipe (on a separate blog post) listing different ingredients than the app.
3. user persona
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persona ideation

taking from our initial research, we got to thinking about the “who” at the core of our project. we definitely wanted our app to be university student oriented, since the community is quite large and yet there is no cooking app targeting this demographic. in addition, we felt passionate about the issue of food waste and so we wanted to encourage some form of sustainable practice into our app so we ideated three potential starting ideas for the persona.
***at this point, we were still ideating for a recipe app, and so the persona at the time will be based off of that.***
persona v1

taking from the ideation, we decided to look inwardly at ourselves since we were both members of the demographic we were trying to target. we both found that we often had frustrations related to waste, lack of motivation to cook, and unhealthy eating habits due to the chaos of student life. we decided to encapsulate a version of both of us into a persona, and we landed on naming our person gojo (jjk fans you know what’s up ;p), and making their background reflect not just ourselves, but college students as a whole.
stage 3: ideate
1. sitemap
initial sitemap

taking from the research we conducted alongside our persona, we thought about what components we wanted in our app alongside the architecture. we followed the general layout many cooking recipes had in terms of chronological categorization, but we cented our swap feature since it was the c