LUNCH MONEY BUDDY APP

Lunch Money Buddy is a mobile app idea that allows parents and guardians of school age children to virtually manage various aspects of their children’s in-school lunch accounts.

A few examples of what the app does:

  • Add funds to a child’s account
  • View account balance
  • Add and change payment method
  • Set up auto-replenish to automatically fund child’s account
  • View a child’s lunch menu
  • Favorite a lunch and get lunch alerts

OVERVIEW

The project shows my ability to build an interaction design that can provide convenience, help save time, and offer an enjoyable experience for various users. It also displays my competency in creating a mid-fidelity digital prototype for usability testing and getting buy-in to the ideas.

PROBLEM

Students with a negative balance on their lunch accounts are unable to pay for their lunches. Although the cause of this problem differs case by case, a mobile app that allows parents and guardians of school age children to manage their children’s lunch accounts can help reduce the problem. The app needs to be usable and helpful to users with different circumstances and various levels of technology skill.

ACTION

Story Boarding

To understand user needs, think about the app in context, define functionality needs, and inform user flows, various scenarios were sketched out as story boards for personas provided for this project. This process helped me think about the app and its functionality through considering how and when users would interact with and perform certain tasks on the app.

PERSONAS
Persona—Sam, Jorge, Hailee, and Brenden
Persona—Henry and Joe

User Journeys

The story boards were translated and developed into the final four user journeys. This helped reveal content and functionality needs as well as screen flows.

User Journey—Download App, Setup, and Add Funds
JORGE’S JOURNEY—Favorite a lunch and get lunch alerts
User Journey—Favorite a Lunch and Get Lunch Alerts
HENRY’S JOURNEY—Manage payment method
User Journey—Manage Payment Method

Sitemap

With the user flows identified in the user journeys along with the app specs provided, content organization and navigational structure that support the personas were crafted as a sitemap. Through working on the sitemap, a few gaps in the user journeys were realized. The gaps were worked out to arrive at the final sitemap.

First stab at a sitemap
Sitemap Sketch

APP SPECS

  • Download the app from the Android or Apple app stores
  • Sign up for an account
  • Add funds
  • Add multiple payment methods
  • Select a primary payment method
  • Change a payment method
  • Delete a payment method
  • Set up auto-replenish order
  • View account balance
  • View school lunch menu by child
  • View subsidy status
  • Favorite a lunch
  • Close account
FINAL SITEMAP
Final Sitemap

Wireframes

The content organization and screen flows figured out in the sitemap and user journeys were translated as a series of wireframes. The wireframes illustrated content hierarchy, placements of interaction element, how users move around the app, and where the certain screen is located on the app.

An early take on wireframes
Wireframe Sketch Page 1
Wireframe Sketch Page 2
Digitized wireframe
Digitalized Wireframes

Prototype

To build a prototype that can be used for user testing and getting buy-in to the ideas, the following design process was taken.

  1. Using the digital wireframes, basic UI elements were added and Idiomatic Interface was implemented to help achieve user-centered design.
  2. The basic functionality and interactions required to navigate the app was built to explore flow and traverse the user journeys as well as checking content organization.
  3. The initial prototype was reviewed by teammates for any flaws and confusions in the app. Feedback was sought for improvements.
  4. The size and placement of UI elements and pliancy were refined for easier interactions. More interaction elements and microinteractions were built to simulate the real user experience and journeys.
  5. Complex user flows were simplified by breaking up large tasks into multiple microinteractions and splitting them into sections and across multiple screens.
  6. Colors were added to guide users’ attentions to interactive elements and help lead them to take the next action to complete their tasks.
  7. The revised prototype was reviewed by teammates for final adjustments. Feedback was sought.
  8. Microinteractions were fine-tuned for optimal interactions. Any user flows that didn’t match users’ expectations and mental model were fixed. The screen transitions and their speed were refined. Any confusing nomenclature was revised to reduce uncertainty in the app.
An early take on prototype
Ealy Prototype-Home Screen

RESULTS

Lunch Money Buddy Final Prototype Home Screen

Home Screen

  1. The home screen provides an overview of the app, offering multiple access points for busy parents and guardian personas to perform tasks quickly.
  2. An available balance for each child is made accessible on the home screen. When the balance is low, users can simply click on each child’s balance to go to the add funds screen.
  3. A quick check on today’s lunch is made easy. A lunch menu is made accessible by one tap on the today’s lunch menu section.
  4. The next few days of a child’s upcoming favorites can be viewed by tapping the day or arrow.
  5. Categorical navigational structure is provided for the global navigation to compensate the guardian user model who is novice to using a smartphone. Everything on the app can be accessed through the global navigation withoutusing the hamburger menu.
SEE THE PROTOTYPE

Add Funds User Journey

The first time adding funds is made quick and easy, especially for the parents user model who has advanced technology skills.

Add Funds User Journey Prototype Screens

Adding funds for the first time means that a user needs to add a payment method. Entering card information can be cumbersome especially for busy users. This problem is solved by offering the card scanning technology that auto-populates the card information. The user just needs to enter the CVV and zip code manually. An account to add funds can be chosen from the drop-down menu, avoiding the user from going through multiple screens to get to the specific account. By offering the preset amount, the user won’t need to type in the amount to add unless they want to customize the amount.

Favorite a Lunch User Journey

Checking out a lunch menu, viewing a child’s favorite lunches, and adding a lunch to favorites can all be done on one screen. The busy parents user model will appreciate this screen.

Favorite a Lnch User Journey Prototype Screens

It seems like a lot of information to cram into one screen. The problem is solved by offering various pliancy and the right amount of microinteractions. The weekly calendar reveals the monthly calendar when the button below it is clicked. Tapping a star icon adds a lunch to favorites, which will be reflected on the monthly calendar. By swiping the lunch menu left and right, the user will be presented with the menu in different weeks. Selecting a child from the drop-down menu changes the calendar and lunch menu to correspond to the child. Setting up lunch alerts is made available through the contextual link.

Close an Account User Journey

Closing an account feature is made available under the manage profile setting found from the global nav and hamburger menu. The user journey is designed specifically to accommodate the guardian user model; hence, the task was made extremely simple and easy to do without requiring to perform unique gesture control.

Close an Account User Journey Prototype Screens

To close an account, a user simply needs to click the “Cancel This Account” button. To prevent a user from accidentally closing an account, the pop-up window with confirmation message is provided. To view and close another child’s account, either the arrow next to the child’s name can be clicked or the screen can be swiped left and right.

Manage Payment Method User Journey

The manage payment method is made available under the global nav and hamburger menu. For a user model such as the guardian persona, handling card information virtually can be an intimidating experience. To help the persona, one click edit and delete button are provided.

Manage Payment Method User Journey Prototype Screens

If a new payment method needs to be added, the guardian persona can perform the task by clicking the Add a Card button, which prompts the user to the Add a Card screen. Instead of scanning a card, which requires advanced technology skills, the guardian can manually enter the card information. When the new card is added, the auto-replenish setting can be set up so the user can forget about adding funds again.

Global Navigation

Global Navigation Diagram

Everything on the app is made available through the global nav, compensating the users who may have trouble using the hamburger menu. The notification is one tap away from the home screen.

Hamburger Menu

Hamburger Menu Top Diagram
  1. A hamburger menu is offered for users with more experience using a smartphone.
  2. All three tasks can be performed on this screen. Three access points are made available to busy users.
  3. Manage notification lets users set up lunch and low balance alerts. This option is prepared with busy parents in mind.

The tasks are categorized by subject shown on the global navigation.

Hamburger Menu Bottom Diagram

UI DESIGN

A Few UI Screens

Log In Screen
Home Screen
Add Funds Screen