2022

·

iOS

2022

·

iOS

Gather

Gather

Gather

Gather is a passion project exploring end-to-end design, from idea to designing an MVP, including branding, for an app that helps users discover international ingredients.

Chapter 1

Context

Chapter 1

Context

As more people move across borders for work, study, or opportunity, staying connected to home becomes a quiet, yet persistent challenge. How does one fill the void of homesickness?

For me, the most reliable way to feel connected to home has been through food. Familiar flavors offer a sense of grounding. A certain condiment or dish can bring back memories and provide comfort, even if I am halfway across the world from my family.

The challenge

But sourcing the right ingredients often requires time, effort, and local knowledge, not always accessible to someone newly arrived. This can quickly become more than a logistical issue; it can affect peoples' sense of identity and wellbeing.

This led me to ask:
How might we make it easier for people to find culturally specific ingredients in unfamiliar places?

Chapter 2

Research

Chapter 2

Research

As an expat, I came into this project with lived experience and plenty of assumptions. Drafting a research plan helped surface those biases early on, allowing me to approach the process with more clarity and structure.

* To align with industry terminology during this phase, I mainly used the keywords: ethnic, foreign, and international food.

Market research

To understand the ethnic food market, I conducted secondary research focused on consumer trends and shifts over the past decade. This helped clarify who’s buying these products and why.

For the MVP, I narrowed the geographic focus of my market research to Europe to keep insights relevant and actionable.

What are the teachers' goals?
  1. Progress

Teachers want to seeing students improve in their target language and make progress.

  1. Engagement

When students are engaged, they book more lessons and/or increase frequency of lessons thus making progress.

  1. Students’ own motivation

When students self-studied between lessons and showed willingness to grow, teachers felt fulfilled in their profession.

However , their goals were hindered by 3 main pain points. Our most significant discovery was around the topic of discoverability: 4 out of 8 teachers did not know where to find the lesson summary feature.

Chapter 2

Research

Chapter 2

Research

As an expat, I came into this project with lived experience and plenty of assumptions. Drafting a research plan helped surface those biases early on, allowing me to approach the process with more clarity and structure.

* To align with industry terminology during this phase, I mainly used the keywords: ethnic, foreign, and international food.

Market research

To understand the ethnic food market, I conducted secondary research focused on consumer trends and shifts over the past decade. This helped clarify who’s buying these products and why.

For the MVP, I narrowed the geographic focus of my market research to Europe to keep insights relevant and actionable.

Top consumer segments

1

Younger generation

The younger generation learn about new cuisine through social media

2

Local population

With increased immigration and mobility, local residents are exposed to new food.

3

Immigrant, expats

Immigrants and expats search for authentic food items from their home country.

Market size

2019-2024 projected growth

11.8%

11.8%

CAGR

Using the mind-mapping method, two rounds of three-minute brainstorming sessions were conducted for each HMW statement. Visualizing new and related ideas helps me to understand how each idea is connected and to note down possible solutions as they come up. 

Problem 1:

Lack of authenticity

“...restaurants don’t have the same kind of stuff I'm used to so I decided that I’d need to cook it myself...”

Insight

Peoples notice a difference in taste when the right, authentic ingredients aren’t used.

Problem 2:

Lack of social connection

“It's frustrating… my family celebrates Chinese New Year, but I’m [in Amsterdam] and I can’t celebrate, I've nothing.”

Insight

People associate food with connection and community

Problem 1:

Limited availability and proximity

“...there's more [Asian supermarkets]… but I use the one closest to me even if they don't have everything I want.”

Insight

Proximity was a key factor in store selection

Chapter 5

Ideating + Testing

Chapter 5

Ideating + Testing

Using the mind-mapping method, two rounds of three-minute brainstorming sessions were conducted for each HMW statement. Visualizing new and related ideas helps me to understand how each idea is connected and to note down possible solutions as they come up. 

Click here for full size mind map images

To begin visualizing the app experience, I created sketches based on initial research and made early design decisions—such as using a sheet modal on the search screen to let users toggle between map and list views. I then built and prototyped the wireframes for testing, intentionally omitting visuals like images and color to keep the focus on usability and flow.

Usability testing

A total of six usability tests were conducted with participants living in Europe, who had recently searched for international food items.

Once interviews were completed, I created an affinity map to identify patterns and define the following key revision items:

  1. Add price and name translation to the product screen.

  2. Expand the search section and reposition “Products near you” lower on the screen.

  3. Add price sorting and a distance filter to the search screen.

  4. Replace with a heart icon to let users favorite items instead.

  5. Remove Recipes feature from MVP.


Chapter 4

Final designs

Chapter 4

Final designs

Finally, designs were brought to life by applying branding to mid-fidelity wireframes. The high-fidelity prototype is the most accurate representation of the MVP of the app and after a final run-through of the interactions, the designs will be ready for handoff. 

Chapter 4

Launch outcomes

Finally, designs were brought to life by applying branding to mid-fidelity wireframes. The high-fidelity prototype is the most accurate representation of the MVP of the app and after a final run-through of the interactions, the designs will be ready for handoff. 

typography

Montserrat

28px Heading 1

22px Heading 2

18px Subtitle

Lato

14px Body text

12px Caption

14px Button text

Gather

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sit ut id orci mattis. Eu eget diam ac vitae. Habitasse faucibus dignissim elit gravida eget viverra gravida.

color palette

Brand

F09B13

Accent

06948D

Base

3D5361

Neutral

182126

Neutral

F3F3F3

logo

GATHER

GATHER

buttons

Find Product

Edit

Chapter 5

Learnings & iterations

Chapter 5

Learnings & iterations

  • Terminology: selecting the right words to use for the project was personally challenging. “Foreign and ethnic food” is conventionally used for studies and research papers; however, these words tend to create a sense of alienation and exclusion for people for whom these foods are native and imply a power difference.  Nor did “International” feel representative of the object of our users’ search. Ultimately, I used “international” and “foreign” food items. 

  • Mobile prototype: one key observation worth noting is that most participants had never interacted with a mobile app prototype on a laptop, which occasionally led to confusion about what actions were possible. Fortunately, I recognized this during the first usability test, and in later sessions, I was able to distinguish this unfamiliarity from actual usability issues.