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Reclam

Reclam is a sustainable dining system with reusable take-out container service. 
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Reclam

Design a sustainable dining system for users working or studying from home. 

Tools

Figma

Adobe Illustrator

Qualtrics

Microsoft Excel

Miro

Group Member

Xiaoyun Chen​ (Me)

Terri Hsieh 

Vidushi Jain 

Kyle Leinart

Rob MacDonald 

My Role

Designer (Concept Design, Prototype Design)

UX Researcher(Literary review, Interview, Survey,etc)

Problem

Problem

Reducing an individual's carbon footprint in terms of food consumption for users that are working or studying from home.

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Food consumption is responsible for approximately 30% of greenhouse gases

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Food packaging makes up around 46% of all plastic waste 

Design Process

Empathize

1

Literary review,
Interview,
Survey,
Diary study,
Competitive analysis

Define

2

Affinity Diagram,
User persona,
Storyboard,
Task Analysis    

Ideate

3

Brainstorm,
Concept sketching,
User Persona,
Storyboard,

Product Journey

Design

4

User flow chart,
Wireframe,
Visual Design

Prototype

5

Interactive Prototype

Test

6

Usability Test

Highlight Process are those I participate as a lead in this project

Design Process

Empathize

Empathize

Research Focused: 

Our research focused on understanding the problem space, reviewing the current state of the food industry, and developing a better understanding of critical areas that we could target to reduce the carbon footprint of food consumption.

Semi-Structured Interview

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Goal

We conducted a survey to help us collect quantitative evidence about our target user's eating habits and whether CVOID affected their eating habits.

Participents

We conducted semi-structured interviews with 6 participants within our target demographic: 21 - 27-year-olds who are tech-savvy individuals residing in urban environments.

Survey

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Goal

We conducted a survey in Qualtrics to help us collect quantitative evidence about our target user's eating habits and whether COVID affected their eating habits.

Participents

We gathered our responses from students and recent graduates through Wechat, Whatsapp, and Discord.

Diary study

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Goal

We conduct a diary study with users to collect qualitative data about their food behaviors and activities over a few days.

Participents

We were able to conduct our diary study with 7 independent young adults (3 males, 3 females, 1 nonbinary) who all reside in urban areas. 
We conduct a diary study with users to collect qualitative data about their food behaviors and activities over a few days. We asked participants to log the considerations they made when deciding meal options each day to have a better contextual understanding of their behaviors. 
Grid

DEFINE

Define

Interview analysis - Affinity Diagram:

For our semi-structured interviews, our team created a series of around 200 notes, collected from pen & paper and transcribed from the voice recordings. We devoted a 2-hour session to our affinity diagram.
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Key Takeaway

Almost all participants complained about fees when ordering food for pickup or delivery. Some participants also mentioned about carried out food produce waste. The majority of participants want to choose healthier and more sustainable eating options.

Survey analysis - Quantitative data analysis

We collected 113 responses over three days. We visualize the data using the bar chart, pie chart, and word cloud to analyze the survey result.
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Key Takeaway

We looked at nine common factors that may influence members' decisions about eating.  We calculated each factor's average ranking score, which allows us to handily view and think about the general significance for each factor on the list. The higher the ranking score, the more significant it is.  As we see in the Figure on the left, the top three factors are time, cost, and location.

Diary study analysis - Quantitative data analysis & Affinity Map

From the results of each participant, their data was exported to Excel and analyzed using a set of data visualization so that we could identify trends in their motivations and habits. 
From our unstructured interview sessions, we were able to assemble 52 affinity notes so that we could identify major themes. 
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Key Takeaway

From the diary study, we discover finding in two categories. First, sustainable eating has many limitations. Second, our participants typically dine out to socialize over food, and they have structured daily dining routines and habits.

Persona:

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My Insight

01

Time is the most important food factor

02

Location is important for food decision-making

03

Cost is an important food consideration

04

People perceive barriers to accessing sustainable dining options

05

People feel most comfortable eating familiar foods

06

Eating foods with company affects the food experience

07

People rely on others to find new food places

Ideate

IDEATE

Challenges:

  • Successful in the rich foodservice industry
  • Provide a solution that would promote one or more methods for reducing a user's carbon footprint
  • Be convenient for our busy, financially conscious target users.

Design goal:

  • Improve their relationship with sustainable dining.
  • Find convenient meals.
  • Discover cost-effective options.

Design Criteria:

Functional

Non-Functional Requirements

  • Convenience
  • Shared Experiences
  • Promote Sustainable Dining
  • Reflective feedback from past interactions
  • Consistency and Standards 
  •  Accessibility 
  • Efficiency

Brainstorming: 

For our brainstorming process, we initially started with the set of considerations we knew to be important to our problem space. Using this as a reminder of our main points of interest, we set a time limit of 15 minutes to come up with five or more ideas each.

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Concept sketching:

We conduct concept sketching with 10 ideas based on the brainstorming section, and we rated each idea based on the design requirements and identify Top 2 design ideas.
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Storyboard

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How does it work?

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Become a Member

Reclam is a membership-based service! You can get the exclusive meals that our partner restaurants prepare for you using our credits.

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Order you food

​Our partner is all around the city, and you can easily find a restaurant you want around your neighborhood. 

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Pick up your Clam

Order your exclusive meal with your Reclam credit, and pick up your meal at the restaurant with a Clam box which is green, sustainable , and reusable

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Return your Clam

Return your Clam box at any of our partner restaurants and you are good to go!

Design

Design

 Information Architecture:

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User Flow Chart:

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Visual Design:

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Prototype
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PROTOTYPE

Delightful

Onboarding

  • Easy to log in with existing social accounts.
  • The illustrator indicates the basic flow of how Reclam works.
  • Promote sustainable dining service with new customers.
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Join

Membership

  • Easy to log in with existing social accounts.
  • The illustrator indicates the basic flow of how Reclam works.
  • Promote sustainable dining service with new customers.
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Explore

Nearby Restaurant 

  • Easy to log in with existing social accounts.
  • The illustrator indicates the basic flow of how Reclam works.
  • Promote sustainable dining service with new customers.
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Check

Upcoming Clams

  • Easy to log in with existing social accounts.
  • The illustrator indicates the basic flow of how Reclam works.
  • Promote sustainable dining service with new customers.
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Return

Existing Clams

  • Easy to log in with existing social accounts.
  • The illustrator indicates the basic flow of how Reclam works.
  • Promote sustainable dining service with new customers.
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Interactive Prototype

User Test

User Test

Evaluation

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We conducted remote usability studies, where we asked users to perform task-based think-aloud. Due to time constraints, we only evaluated the Figma prototype with four (4) target users. The user will evaluate the task by two design requirements:
  • Efficiency:  How easily do the users find it to navigate through our application?
  • Consistency and Standards: Are the designs consistent, and do they match the industry standards of food ordering applications? 

Key Finding from Evaluation

  • Onboarding was straightforward.
  • More Documentation and help are needed to understand the Clam Concept.
  • Clammy could aid in accessibility but needs additional screens to show its features and flow.
  • Change the Clammy icon, so it isn't constantly present and obstructing view.
  • Membership is consistent with other apps, as long as it isn't forced on users before they order food.
  • Users did not understand the Clam Credit system.
  • Users did not understand the QR Code for picking up food.
  • There should be a more precise differentiation of the drop-off and ordering process.

What's Next

  • Develop Physical prototype and test with local restaurants.
  • Refine the key takeaway from the user evaluation section.

What we learn

  • Based on this class, we learned the complete design project process.
  • We learn that when facing generic problem space, using user research to narrow down design direction will be beneficial in the ideation phase.
  • Since our design connects with a physical product we learned that if there is a physical product model during user tests, will help users better understand the process.
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