Foundry Project
Booking & Ordering

Digital Order Experience


Foundry is a beautiful small cafe located in Sydney known for their amazing coffee and food experience and customers can enjoy wait-less food and coffee. They let customers pre-order and pay for food and coffee? so it’s ready when they arrive.

01
Overview

About the Project


Foundry project is a beautiful digital service for the Foundry Cafe. Time management is important and this app helps customers to get what they want when they want it without wasting any unnecessary time, it also allows for quick payments, automatic rewards program and much more.

I led the design of Foundry digital experience, iOS, Android, Watch OS and Web since the outset of the project in 2016. Up until 2017, I led efforts to evolve the service and address customer pain‐points related to the browse and discovery experience. Below is a diagram to show the process that we took through this project.

Overview
02
Objectives

Identifying the Problem


Foundry is a small cafe with large volume of daily customers, they find it hard to manage all of their orders with the number of staff that they have onboard, the kitchen is super small and they can’t relocated as they have the perfect location with almost no competition around, however they can’t keep up with the volume of the orders and they can’t hire any more staff because of the size of their cafe.

Problem
03
Objectives

The Challenge


The owner wanted to Improve customer experience by allowing customers to easily be able to place orders, pay and book without hiring more staff. Creating deeper relationships with customers via digital channels may help overcome some of the barriers.

Challenge
04
Research

Background


After identifying what we needed to do and figured out how to measure success, I tried to stay focused through the research, by making it short and effective. I gathered as much data as possible from user feedbacks, technical reports, etc. I also created a detailed competitor analysis that gave us insight from current similar apps which helped us to meet the priorities and to serve the best possible solution for the business and their customers.

Research
05
Research

Vision


The research allowed us to create a vision and a unit of measurement for success throughout the project.

Vision
06
Research

Persona Development


In order to test our ideas and hypotheses, we interviewed people and created some fictional characters, to understand possible scenarios and problems we were trying to solve.

Personas
07
Research

Epics & Design Stories


These helped us gather an understanding of the feature-set we needed to come up with in order to satisfy the use cases.

Epic and design stories
08
Product Development

The Product


I partnered with the project manager to uncover insights and translate concepts into features that address customer behaviours and motivations. I created frameworks and prototypes to share the vision, design principles and content strategy. This helped to evangelise ideas, gain alignment and drive decision making. I evangelised customer goals and balanced business goals. I prioritised and negotiated features for launch and beyond. I designed down on Android, iOS mobile, Watch OS and the Web. I executed journeys, wireframes, prototypes and design specs.

The Product
09
Product Development

Information Architecture


We started out with mapping out the architecture of the product, this helped us come up with our initial mapping and menu system.

Information Architecture
10
Product Development

User Task Flow


The user task flows helped us to think through the design, before a feature is actually developed. It helped us to interject the user into the flow of the application, and determine if the conceptual model agrees with the user model.

User Flow
11
Wireframing

Wireframing


The next step was to visualise the user task flow. I started with some quick sketches and continued with creating high-fidelity mockups.

Wireframe
12
Wireframing

Android Mobile


Starting out with the main app, using the information we gathered and flows that we had, from previous research, I was looking at the different user experiences that each platform follows, using Google Material design for Android I started designing the interactions and flows.

Android Wireframe
13
Wireframing

iOS Mobile


Starting out with the main app, using the information we gathered and flows that we had, from previous research, I was looking at the different user experiences that each platform follows, using iOS Human Interface Guidelines for iOS I started designing the interactions and flows.

iOS Wireframe
14
Wireframing

Watch OS


The Watch OS app was meant to be a quick notification tool for users with the device, understanding that not everyone would have an Apple Watch, the interaction doesn’t take away from the main experience but it compliments it.

Watch Wireframe
15
Wireframing

Website


We decided the website is going to be place to advertise the apps and also to provide very basic contact information as we realised through user research that not many people use the website to place orders.

Website Wireframe
16
analytics

Test & Validation


We went through multiple A/B tests and user testing session during the entire process to validate our hypothesis and ideas, when the budget wasn’t there for testing we tried to validate our ideas via Gorilla testing and a lot of analytics and A/B tests.

Test & Validation
17
Design System

Style Guides


The style guide was the primary visual DNA of Foundry cafe, I wanted to mimic from the characteristics of the cafe itself as much as possible and since they had a very unique vibe, this wasn’t too hard.

Style Guides
18
Design System

Typography


The style guide was the primary visual DNA of Foundry cafe, I wanted to mimic from the characteristics of the cafe itself as much as possible and since they had a very unique vibe, this wasn’t too hard.

Typography
19
Design System

Color Palette


The style guide was the primary visual DNA of Foundry cafe, I wanted to mimic from the characteristics of the cafe itself as much as possible and since they had a very unique vibe, this wasn’t too hard.

Colors
20
Design System

Iconography


With the iconography we wanted to use subtle and consistent designs across all apps and the website, We also wanted icons to look simple and be as informative as possible in trying to communicate with the user and support their text.

IconsIcons
21
UI Design

Outcome


The outcome was a set of successful apps for a few different eco-systems like iOS and Android.

Outcome
22
UI Design

Android App


In order to put the android app UI together we referenced the Google Material Design for UI elements and interactions as much as possible, we used Foundry style guides, fonts and colors to keep thing consistent across the products.

Android App
23
UI Design

iOS App


In order to put the iOS app UI together we referenced the iOS Human Interface Guidelines for UI elements and interactions as much as possible, we used Foundry style guides, fonts and colors to keep thing consistent across the products.

iOS App
24
UI Design

Watch OS


In order to put the Watch OS UI together we referenced the Watch OS Human Interface Guidelines for UI elements and interactions as much as possible, we used Foundry style guides, fonts and colors to keep thing consistent across the products. The purpose of this app was to add to the experience without taking anything important away, users still get notifications on their phone but integrated with the watch was a more convenient experience for the users.

Watch App
25
UI Design

Website


The web landing page was a tool for us to allow users discover the app, find simple information about The Foundry and to book catering as required.

Website
26
The End

Up Next


Wow! Time really does fly when you’re having fun. I’m afraid this case study is just about over. But I’ve prepared a few more for you so there’s no need to panic (yet).