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EasyChef

My role: UI,UR

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Introducing our revolutionary AI-powered app and website, the ultimate culinary companion. Simply tell us your ingredients, dietary preferences, and desired cuisine style, and watch as our cutting-edge technology crafts bespoke recipes tailored to your every whim. Unleash your inner chef with confidence, as step-by-step instructions and personalized tips guide you through each dish.

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Problem

 With the rise in food cost, maximizing and saving    money is the main focus of consumers. People are working more hours now than previous generations, leading to a lack of time to make and plan meals. Coming up with suitable meal ideas can be costly and time consuming.

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opening of the app screen

Solution

A Mobile app that will generate possible recipes for the user based on ingredients available.

Presentation 

Muilti question survey delivered virtually to Rutgers Students, Understanding the background of our users, Understanding the way our users live and interact with the world, Understanding the essential parts of life where our users need assistance.

Design Process 

User Persona

Once the data returned, we organized it and began to form it into a user persona. This action takes us as a group for approximately one hour to complete. We found that our average user is a single, 27 year old female graduate student who lives with roommates and whose current position is a full-time project manager. We decided to name this person a jane.

We started to form Jane’s habits from the survey research that we gathered. Jane has a very inactive lifestyle, having little to no social time, and not going out very much. She spends much of her time working and doing homework. Jane works at least 40hrs a week, 10hrs of class time, and 12 hrs of homework spending a total of 62 hrs week on work alone.

User Journey

User  Journey 

Her morning routine was standardized. She wakes up, does her hygiene regimen, eats, and gets ready for work. The work day for her was mainly performing tasks and delegating work to her coworkers. After work, she heads to school to complete class and homework, while also making time for group meetings. Finally, her  day ends when she still does a little bit more homework, but after that, she has the rest of the time for herself.​

Survey

Muilti question survey delivered virtually to Rutgers Students, Understanding the background of our users, Understanding the way our users live and interact with the world, Understanding the essential parts of life where our users need assistance.

Design Process 

User Persona

Once the data returned, we organized it and began to form it into a user persona. This action takes us as a group for approximately one hour to complete. We found that our average user is a single, 27 year old female graduate student who lives with roommates and whose current position is a full-time project manager. We decided to name this person a jane.

We started to form Jane’s habits from the survey research that we gathered. Jane has a very inactive lifestyle, having little to no social time, and not going out very much. She spends much of her time working and doing homework. Jane works at least 40hrs a week, 10hrs of class time, and 12 hrs of homework spending a total of 62 hrs week on work alone.

User Journey

User  Journey 

Her morning routine was standardized. She wakes up, does her hygiene regimen, eats, and gets ready for work. The work day for her was mainly performing tasks and delegating work to her coworkers. After work, she heads to school to complete class and homework, while also making time for group meetings. Finally, her  day ends when she still does a little bit more homework, but after that, she has the rest of the time for herself.​

Sketch&
Prototype 

Now that we have our targeted user crafted, we have separately begun to draw ideas for the potential product. Once completed, we came back together and looked to see what ideas delivered the most value. The following steps were taken to write down ideas for a product to help solve Jane’s problems while keeping in mind the guild lines that Rutgers University has given us. Once we came back as a group, we picked our best and most practical ideas for the prototyping phase

Prototype goal

  • To create an easy to use onboarding process  

  • Allow users to connect with their character

  • Quickly access different functions

  • Create APP that would keep the student users coming back 

  • To create a avatar that would make user feel connected and invested in app

Usability Testing

We then began a user survey of the wire to learn about its shortcomings and usability. The first of our survey was done by me, where I had the user explain how they felt about the product in its early stages and if it was a product they would use in the future. This process took approximately 20 min. From this, we learned that our project had potential, and what stood out the most to that user.

Result&
Insights 

  • Users were OK with sharing personal information

  • There were split opinions on the customizable avatar

  • There was confusion about some buttons and their placement

  • Users expected the calendar functionality to more closely match native calendar apps on their device

  • Users felt overwhelmed by button options

  • There were questions and concerns about location sharing

Onboarding

What is your first impression?​​

  • Avatar is cool and interesting

  • Too much text on Sign up screen

Onboarding - Complete
Friends Activity 

What would you like to see on a friend's activity page?

  • Better to have a pin feature to pin my favorite friends who can see my activity status

Add Friends - Filled
Calendar

How is the calendar use experience?​​

  • Using process is a little complex but can understand how to use it

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Map 

What do you think about this function?

  • Very informational and intuitive

  • Useful for making new friends

  • The add event flow is interesting

Map
Customize 

What do you think of customize?

  • Not necessarily

  • Should be better to include in the setting

Character Customization

We received impactful feedback that can be used to improve our product. Based on usability tests and heuristic evaluations, we improved our application by simplifying the calendar to resemble the iPhone calendar. This allows the user to have easy navigation time with less confusion. Second, we can consolidate the features so that users can navigate more easily. Expanding on the charter section of the app by allowing the custom character to interact more with the user and app could both be a way to teach the user how to use the app and make it feel integral to the experience