Food Alarm

An attempt to reduce food waste amongst university students
 

This case study is based on my final year individual project for an undergraduate degree in Computer Information Systems. It documents the design process of an Android application that attempts to address food waste amongst fellow undergraduates. Whilst the dissertation involves theoretical research on persuasive design and HCI, most of it has been omitted to keep this brief.

My role(s): researcher, designer and developer.

Constraints: the production of codebase, academic references, other course commitments, etc.

Tools used: Android Studio, Java, XML, Pages, Material Design, etc.

FINDING THE PROBLEM

The project started with a vague notion to save the environment by encouraging fellow undergraduates to lead a sustainable lifestyle. However, a sustainable lifestyle encompasses many activities such as recycling, green transportation, efficient energy consumption etc. Therefore, a questionnaire was circulated to identify a specific domain to focus on.

The results suggested food waste to be the most suitable area since it was a less-known topic amongst the audience and potential for greater contribution.

Further research revealed an individual's shopping, cooking, and storing habits were the main sources of food waste (at a personal level). This informed the design of semi-structured interviews with the following key takeaways.

 
 
DEFINING THE PROBLEM

To help students consume all their purchased food by making them aware of what they own

 
 
 
PERSONAS

A couple of personas were created using the research data to capture the essence of the target audience. Although not comprehensive, these provide a quick overview of the target audience.

A persona named James representing a typical user of the system.
Persona of a target user
A persona named Erin representing a typical user of the system.
Persona of a target user
 
 
IDEATING SOLUTIONS IN LOW-FIDELITY PROTOTYPE

As mentioned earlier, money and guilt were the dominant reasons why people felt bothered about food waste. Therefore, the positive spectrum of these aspects were considered as motivation while ideating solutions along with the problem statement.

hope of saving money

instead of fear of losing money

hope of saving the environment

instead of fear of harming the environment

pleasure from performing good actions for society

The project requirements along with my experience and research led to the solution in the form of an Android application.

Low fidelity paper sketches were shown to prompt the audience to get their initial feedback and opinions.

Low fidelity early concept sketches in mobile sized papers with various interfaces.
Low fidelity paper sketches
 

EARLY USER FEEDBACK

Ideally, I wanted to spend more time exploring different possibilities but had to move on to prototyping due to time constraints.

 
 
 
HIGH-FIDELITY PROTOTYPE

The feedback from the sketches was incorporated into the following high-fidelity prototype. The aim was to develop a functioning prototype with key features for evaluation purposes.

Illustration of a user adding a food item to the list. A floating action 
                            button with a plus sign is pressed to open a screen where the user types in the food name, selects the food type from a drop
                            down list and selects the expriry date using a date picker.
Illustration of a user adding a food item to the list

Add.

The user can add food items they purchase to the list including its name, type and expiry date.

Illustration of a user removing a food item from the list.
                            The user selects the food item then taps the throw floating action button to throw the food or the consume floating 
                            action button to indicate the food was consumed.
Illustration of a user removing a food item from the list

Throw. Consume.

The user can remove the food item from the list by selecting whether they consumed it or threw it away.

Illustration of the three achievements sections.
Illustration of the three achievements sections

Monitor.

The user can monitor their performance in the achievements screen, which shows the proportion of food they consumed.

 

NAVIGATION STRUCTURE

The application structure of the prototype. 
                                A hierearchical structure where the home screen is at the top. The second level consists 
                                of add item screen, delete item screen, achievements screen, learn screen, 
                                help screen and settings screen. The last level branches out from achievements 
                                and includes efficiency, badges and history screen.
The application structure of the prototype
 
 

INDIVIDUAL SCREENS

Home screen includes a card with user details
                            that have game-like attributes at the top. Then, two adjacent cards indicating consumption 
                            and money saved. The list of saved food items are placed at the bottom.
Home
Add food features three input fields - the
                            food's name, type and its expiry date.
Add food
Consume food screen features a 
                            dialog to ensure user confirmation.
Consume food
The efficiency sub-section under the achievements 
                            section includes the percentage of the food the user has consumed, and the 
                            amount of money saved compared against the national average.
Achievement efficiency
The badges sub-section of achivement 
                            includes the cards the user has unlocked according to their performance.
Achievement badges
The history sub-section of achievement displays 
                            the amount of food the user has registered, thrown, consumed and the type of food the user has thrown 
                            out the most.
Achievement history
The help screen displays information regarding
                            how to use the app.
Help
The learn screen displays brief information on
                            harmful effects of food waste on the environment.
Learn
The settings screen enables the user to 
                            change the display name in the home screen and set their preferred notification time.
Settings
 
 
EVALUATION

To measure the effectiveness of the persuasive features in the prototype, it was sensible to compare it with another similar product without such features. Therefore, Expiry Wiz was chosen as the control system.

EXPERIMENT DESIGN

A between-subject approach was implemented where 12 participants were pre-screened and split into two groups of 6. There were three phases in the experiment:

1


Pre-study questionnaire to establish a baseline & task-based usability test to assess efficiency and effectiveness.

 

2


Daily use of their respective applications for four days to expose them to the concept and gather opinions.

 

3


A post-study questionnaire with System Usability Scale (SUS) to measure usability & interviews for insights.

 

Icons designed by Freepik, Becris, Eucalyp from Flaticon

 

USABILITY RESULTS

Food Alarm ExpiryWiz
Average time taken for task 1 * 167.17s (faster) 201.67s
Average time taken for task 2 ** 77s 60.83s (faster)
Completion 100% 100%
SUS score 89.2 (better) 70.4

* Task 1 involved adding a list of food items in the app

** Task 2 involved removing specific items off the list

In summary, usability was measured through the SUS scale and the task-based usability test. Although there was no difference in task completion rate and minor differences in time taken to complete the tasks, there was a significant difference in their SUS scores.

 
 

INSIGHTS FROM POST-STUDY INTERVIEWS

In general, participants from the Food Alarm group showed more enthusiasm towards the system suggesting the prototype to be more fun and useful.

 
 
REFLECTION

There were many aspects the project could have improved on - time management, project management, resource allocation, etc. As a result, I was unable to do everything that I wanted to do and compromises had to be made.

In particular, I heavily underestimated evaluation. Recruiting real target users can be time-consuming as individual schedules need to be considered on top of suitability. Plus, participants may drop out mid-way which need to be addressed beforehand. Therefore, It requires a lot of time and thorough planning to effectively conduct an evaluation.

Nevertheless, this project was worth all the sleepless nights. Not only did I learn the theoretical aspects of persuasive design and HCI, but I also really enjoyed the practical aspects of the process which turned my curiosity of being a UX designer into an aspiration.