Skip to content
Back to Work
Rapid PrototypingInteraction DesignUsability Testing0 to 1 Concept

Taste Tester App

Designed a single spin mechanic that solves 3 distinct dining anxieties in a two-week sprint.

A two-week class prototype on menu decision fatigue. Three interviews revealed distinct needs behind "picky eating": allergen safety, texture confidence, and decision fatigue. One core mechanic served all three.

Role
UX Designer (Class Project)
Timeline
2 Weeks
Tools
Figma, User Interviews, Wireframing
Platform
Mobile App, iOS & Android

Summary

Three interviews showed "picky eating" was three different problems. One spin mechanic addressed all three. Mid-week critique caught a flow flaw with a week left to fix it.

Core problem

Diners order the same meals repeatedly because trying something new feels like risking $15 on disappointment. "Picky eating" turned out to be three different problems, not one.

Final outcome

High-fidelity clickable prototype where one spin mechanic serves all three user needs. Final critique called out the research-to-design thread as a strength.

2 Weeks
Project Timeline
Pitch to presentation
3
User Interviews
Validated problem space
3
User Needs
Distinct patterns inside "picky eating"
2
Primary Personas
Drove core safety and spin tradeoffs

The problem

Ordering at a restaurant is a small decision with real stakes: money, hunger, and the quiet embarrassment of choosing wrong. So most people stop choosing at all.

Two pain points framed the work

Menu Legibility

physical menus are cluttered and hard to read.

Decision Paralysis

diners order the same meals repeatedly because they're afraid of wasting money.

My three user interviews validated the framing

"I always order the same thing. It's safe." (All 3 participants)
"I don't want to waste $15 on something I hate." (2 of 3 participants)

The approach

I designed a mobile app that turns meal selection into a low-stakes choice without compromising safety for allergen-sensitive users.

Spin the Wheel

Random selection based on preferences. The choice feels exciting, not risky.

Readable Digital Menus

Searchable menus with prominent allergen labeling.

Personal History

Track and rate dishes to build confidence over time.

The insight: people are not afraid of new food. They are afraid of wasting money. When the choice feels playful instead of permanent, exploration becomes easier.

The process

Week 1, Day 1: I pitched the concept to my professor with one question: "What if choosing food felt like a game instead of a high-stakes decision?" Approval came with one condition: validate the problem through real interviews before designing anything.

Days 2-3: I conducted 3 interviews with restaurant-goers representing different ordering behaviors:

  • Allergies (shellfish, tree nuts): "I have to call restaurants ahead to ask about every ingredient."
  • Texture-sensitive eater: "I order the same safe dishes so I don't waste money on something I hate."
  • Decision-fatigued professional: "I spend 20 minutes analyzing menus and still regret my choice."

The Aha Moment

"Picky eating" isn't one problem. It's three completely different user needs. Instead of one feature, I needed a flexible system that served all three.

From the 3 interviews, two personas drove the core tradeoffs. Toni needed allergen safety before any dish reveal; Aiden needed the decision made for him without menu paralysis.

Toni

Allergy-Aware, Shellfish & Tree Nuts · 24

I want to try new places with friends, but I spend the whole meal worried I'll accidentally eat something that'll send me to the ER.

Needs

  • Find restaurants with safe options BEFORE arriving
  • Order confidently without interrogating the waiter

Friction

Menus rarely list allergens clearly

Aiden

Decision Fatigued, "Too Many Options" · 31

I'm not picky about food: I'm picky about decisions. Just tell me what to get.

Needs

  • Spend less time deciding, more time eating
  • Discover new favorites without endless research

Friction

Overwhelmed by large menus

Week 1 wireframe exploration after the spin-first pivot. Professor feedback validated the core mechanic and pushed safety and flow constraints that shaped Week 2.

Step 1 of 5

Paper sketches

Rapid paper exploration of home, search, spin, and review layouts.

Swipe to navigate

Mid-week critique flagged that browse-first would fail Toni and Aiden, so I pivoted before investing in those screens.

Design decision

Mid-week critique killed browse-first. I never wireframed the old flow, but the pivot was clear.

Rejected

Browse-First Flow

Initial direction: import menu, browse the full menu, then spin. This search wireframe was as far as I got. Mid-week critique flagged failures for Toni (allergies) and Aiden (decision fatigue) before I built more.

Selected

Spin-First Flow

Preferences, then spin immediately, with an allergen interstitial before reveal. Safety for Toni; decisiveness for Aiden.

Week 2, Days 1-4: Three critical changes based on critique locked in safety and decisiveness over exploration.

Visual direction drew from gaming UI: loot box mechanics reduce regret ("you didn't choose wrong, chance did"), directly addressing the fear of disappointment from interviews.

Design decision

Week 2 trade-offs: safety and decisiveness over open-ended browsing.

Chose friction for safety

Rejected

Seamless Dish Reveal

A beautiful animated reveal felt polished, but sacrificed mandatory safety checks Toni needs before any dish appears.

Selected

Full-Screen Allergen Interstitial

Sacrificed seamless motion to force a full-screen allergen check before reveal; safety is non-negotiable for allergy-aware users.

Sacrificed discovery for speed

Rejected

Open Menu Browsing

Letting users explore the full menu before spinning recreated the analysis paralysis Aiden's persona represents.

Selected

Spin-Immediately Flow

Traded open-ended discovery for a highly opinionated spin-first path: preferences, then spin, menu secondary.

Chose gamification over commitment

Rejected

Permanent Choice Weight

One final pick carries the full weight of a $15 mistake, matching interview fear of wasting money.

Selected

One-Tap Spin Again

Sacrificed the gravity of a confident final decision for a loot-box "Spin Again": chance absorbs regret so exploration feels low-stakes.

Week 2, Days 5-7: I finalized the clickable Figma prototype covering the three flows that map to Toni and Aiden's needs.

Validation

Presented to professor and class panel. Critique highlighted:

Gamification approach effectively addresses the identified problem.

Strong user research foundation: personas clearly drove design decisions.

Allergen safety features show thoughtful consideration of diverse user needs.

Mid-week feedback on flow risk was successfully incorporated and resolved.

Step 1 of 3

Import menu

Search and import restaurant menus with allergen labeling before Toni arrives.

Swipe to navigate

Results

A complete 2-week design sprint: pitch, approval, research, wireframing, critique, iteration, and presentation.

Prototype outcomes

High-fidelity interactive concept covering import, safety alerts, randomized selection, and visit history flows
Clear design rationale linking each feature to a specific interview finding
Mid-week critique feedback resolved a key flow risk before final presentation

Key insights

Three interviews surfaced three distinct user needs behind "picky eating"
Framing dish selection as playful exploration reduces decision anxiety for some users
Safety messaging has to appear before recommendation reveal for trust-sensitive users

Evidence notes

This project demonstrates design process quality and decision-making under a short timeline. It does not claim production adoption or live behavior metrics.

Looking back

Retrospective

What I Learned

1.

Pitch First, Design Later

articulating the problem before opening Figma kept me focused on what I was solving.

2.

Small Research, Big Insights

3 interviews surfaced that "picky eating" was three different problems. The right 3 beat 50 generic ones.

3.

Constraints Breed Focus

2 weeks meant I couldn't build everything. Perfecting the core mechanic beat shipping five mediocre features.

4.

Feedback Prevents Failure

the mid-week critique caught a flaw that would have undermined the whole concept.

5.

Borrow From Unexpected Places

gaming UI wasn't aesthetic, it was psychological. Loot box logic reduces regret, addressing the "fear of disappointment" identified in interviews.

What I'd Do Differently

Validate with real users beyond the professor
Explore the restaurant-side flow: how do they update menu data?
Add more texture and preparation descriptors for texture-sensitive diners
Design accessibility features for vision and motor impairments

Next case study

University Campus Map

Shipped a student-led interactive campus map MVP with search, filters, and accessibility data across 35+ buildings.

University Campus Map
View Case Study

UX Lead (University Internship) · Fall 2025 – Spring 2026