Flavia

EatWorkBetter

Assisting young employees while adjusting to new eating schedules

PROBLEM STATEMENT


Explore the principles of user-centered design. Go into depth to find interactive design systems that fit people's needs, wishes, abilities and habits. Design a user-friendly, effective, stimulating digital environment for consumer electronics or mobile phones.


— PROJECT NAME

EatWorkBetter


— ROLE

Problem Definition

User Research

User Testing

Ideation

Prototyping



— DATE

20/11/2019

Young professionals spend most of their day in a workplace environment, including their lunch break. The workplace environment, available time to consume a meal, and the quality of the provided food influence the performance of employees (Button, 2019; Watkins et al., 2008; Lowden et al., 2010). To influence this performance further, both extrinsic and intrinsic motivation play a part. Eventually though, initial extrinsic plans must reform to intrinsic intentions to create more healthy behavior in the long run. 

DESIGN PHASE 1

INVESTIGATE

To obtain rich exploratory data, it was decided to conduct a pre-study, a short diary study and a follow-up interview. Through the pre-study interview, the initial eating behavior habits were discovered. The diary study was performed over a period of three days in which participants logged breakfast, lunch and dinner. In the follow-up interview participants were asked to elaborate on their choices for meals and potential external influences.

ANALYZE

To analyze the results obtained during the diary study and in-depth follow-up interviews, the affinity diagram method was used. Multiple overarching themes emerged but, with the design challenge in mind, it was decided to focus on directing, guiding and showing. These three elements should help young employees with a more healthy way of eating.

IDEATION

Ideation began with the 6-3-5 method resulting in an enormous amount of (feasible) ideas. After this, the Design with Intent cards, which are aimed at socially and environmentally beneficial behavior, helped scope the ideas and find a direction. A company competition for healthy eating was made up. Specific elements such as the use of points, badges or other incentives were left open. Additionally, a platform for sharing company recipes and challenges were discussed.

DESIGN PHASE 2

PROTOTYPING

In order to create a functional design, the prototyping phase included multiple steps. Initially, design requirements and principles were drawn up. These and the themes were brought together in basic sketches and formalized in through wireframing. In order to get to this wireframe, decisions were made on key features, user experience goals and interactivity. The flow of the application was decided upon by ensuring the most important features were prominently visible. For specific details about the content of the application, read the report at the bottom of this page.

DESIGN PHASE 3

IMPROVEMENTS

The low-fidelity prototype was further transformed into a functioning, interactive application. This design was tested on an exhibition day with other groups working on the same challenge. During this exhibition, feedback was gathered on the flow of the design as well as the content that was envisioned to be provided to young employees. Some final adjustments were made to the prototype and after that the challenge was closed.

Click here for the full report

TOP

LEARNINGS

User Feedback - taking the viewpoint of a user is extremely important. Getting to the user at multiple points during the challenge provided a lot of learnings which would have otherwise not been uncovered.


User Journeys - the flow in an application is enormously important to guide the user to the right place. This challenge enlarged this learning as the journey of the application was questioned multiple times.