'Let's Reserve' Restaurant Booking Application UX Case Study:
I was challenged to conceptualize and design an exploratory restaurant booking application that centered around my users and their goals.
Through gathering user insights from directed storytelling, it was clear that my users wanted a restaurant booking application that’s fast, easy to use and can be filtered by things like dietary restrictions and popular hot spots.
Through the process of directed storytelling, I was able to document users' commonalities and pain points to see what users felt restaurant booking applications they've used in the past may have lacked. I began my directed storytelling interviews by asking a simple question…”Tell me a story of when you used an app to reserve dinner.” I received valuable feedback I took into consideration before I began my design process such as “I should not have to register for anything to reserve dinner, creating an account should always be optional.” and “It should be easier to find and book a restaurant compatible with my dietary preferences.”
Brainstorming & Sketched Wireframes:
I first began the design process by applying empathy towards my users and brainstorming different ways I could put their goals into action. I sketched low fidelity wireframes that reflected my user goal using pen and paper, considering the hierarchy of elements that might be most important to my users while doing so.
I then transformed my low fidelity sketched wireframes into digital medium fidelity wireframes that consistently reflected my user goal using Sketch, keeping that same hierarchy of elements in mind.
I created a screen flow to clearly lay out the organization and interactions of my users' primary tasks. I was careful to revisit my user goal to determine exactly what tasks I should include. I wanted a clear and concise architecture to show how the screens I designed connected with one another and interacted with each other.
I transformed my static wireframes into an interactive prototype of my restaurant booking application using Axure to demonstrate all of the basic interactions between the screens I designed.
Once my prototype was complete, I conducted usability tests to evaluate the usability of the key tasks and gain as much insight as possible. I synthesized my findings and made recommendations for the appropriate changes based on my feedback.
All of the usability test participants were able to complete their key tasks. However, all of the participants also had insightful input on improving the application. I received and considered valuable feedback such as “'You should add “search/filter by'” above the icons on the home screen, that would make their purpose a lot clearer.' and 'I think instead of three lines, the menu should just say “menu” so there’s no confusion.'”
Through designing, testing, and repeating, appropriate revisions to the application were made. Such as, changing the leaf icon into a plate and removing the mouse icon on some of the buttons to avoid confusion.
Design Methods Used:
Adobe Creative Suite