Design project: Zero Hunger
This case study delves into the design of an app aimed at addressing global food waste by promoting food bank awareness and facilitating the donation of surplus food items. Undertaken as part of an assignment during the Digital Influx UX bootcamp, the study showcases the journey from conceptualisation to design refinement.
Tools




Situation

The issue of global food insecurity is widespread, affecting 746 million individuals who face challenges accessing food due to various circumstances (FAO, IFAD, UNICEF, WFP, and WHO, 2020). In the United States alone, 35 million people experienced food insecurity in 2019 (Feeding America, 2021). Meanwhile, the COVID-19 pandemic prompted UK food banks to provide over 1.9 million food parcels (The Trussell Trust, 2021).
Simultaneously, a third of all produced human food goes to waste (FAO, 2021).
In response to these challenges, this design project aimed to create a user-friendly app connecting food donors with food banks, focusing on combatting local hunger by facilitating surplus food donation.
Objective

The primary objective was to design an app enabling users to seamlessly donate excess food items to food banks. The focus was on crafting the user interface for the app, emphasising the stages from scanning food products to donating them to nearby food banks.
Steps taken
Step 1. Research and Understanding
Secondary research on global food insecurity and waste statistics informed the project. Primary research included surveys to gain insights into user behaviours and attitudes towards food donation. Qualitative data analysis highlighted key pain points and motivations.
View the results from the survey that was used for the primary research.
Analysed qualitative data to identify key pain points and motivations.
Survey Findings
- Demographics: 70% of the survey participants were aged 24 years or younger.
- Occupation: 60% of the participants identified as students.
- Food Waste Habits: Around 70% of the participants indicated that they don’t usually waste food.
- Actions to Reduce Food Waste:
- 40% of participants don’t take any specific actions to limit food waste.
- 20% mentioned they buy smaller quantities to reduce waste.
- 20% reported planning meals ahead as a strategy.
- 10% use recipes to manage their food effectively.
- 10% employ a variety of techniques (combination of the above).
- Opinions on Donating Food:
- 40% of participants didn’t have a specific opinion on donating food if it were easier (e. g. a food bank close to their home).
- 10% expressed a strong likelihood to donate.
- Donation Conditions: 70% of respondents indicated they would donate if a collection service were available.
- Primary Causes of Food Waste: The main contributors to food waste were food expiry, spoilage, and meal leftovers.
Qualitative Insights
Themes that emerged from qualitative data include:
- The need for better organisation to minimise food waste.
- Support for organisations involved in food banks and donations.
- The importance of spreading awareness about food waste and donation practices.
Created personas and an empathy map for a target user.
Based on survey data, I created personas that reflected user behaviours and insights. To enhance my understanding, I used an empathy map for the primary persona, uncovering pain points and motivations. These steps deepened my insight into user needs, shaping my design approach.
Step 3. Idea Generation
A mind map and feature list were generated to brainstorm functionalities addressing identified pain points.

As a crucial aspect, the app includes information sharing (see ‘get information’ node in Mindmap). To address varied donation guidelines of different food banks, users can access specific details through the ‘Food banks near me’ section (see medium-fidelity mockup). To further enhance user experience, a helpful FAQ section should be included at the beginning of user flow, offering quick answers to common queries.
Step 5. Medium-Fidelity Prototype
Step 6. Refining the design
Usability testing results led to refinements in both the medium-fidelity prototype and high-fidelity design, incorporating user feedback. Key findings included the need to clarify the purpose of the ‘Scan the code’ button, streamline the ‘Donate Food Product’ screen, and enhance visual feedback on the ‘My Products’ screen. Overall, the prototype demonstrated good usability with minor areas for improvement, which are addressed in the following chapters.
Enhanced medium-fidelity mockup with added features.
The project’s next phase involved refining the app based on user testing insights and design iterations. This encompassed addressing user flow issues, introducing new features, and prominently incorporating a food bank collection service. The iterative approach ensured the medium-fidelity mockup was more user-friendly and practical.
Takeaways
Context
My previous engagement with the food-waste problem through the Best Before Project provided valuable context. However, I had limited awareness about food banks initially. The research also uncovered the widespread lack of knowledge among young people regarding the possibility of donating to numerous food banks across London.
Survey Insights
While the survey was instrumental, more open-ended questions during the discovery phase could have yielded richer qualitative data.
Design Challenges
Designing the low-fidelity user flow highlighted the importance of iterative development, extensive testing, and user feedback for creating a seamless interface.
Usability Testing
While the initial prototype demonstrated simplicity and effectiveness, conducting broader usability testing and delving into a wider range of app features would provide valuable insights and further enhance the app’s performance.
High-Fidelity Design
Discovery of readily available iOS components and best practices for app design significantly enriched the design process.
Outcome
The research led to a medium-fidelity prototype that simulated user interactions within the app. Insights from usability testing identified areas for improvement. By integrating user feedback and addressing pain points, the app underwent iterative refinements, improving usability and effectiveness.
Branding concept and key screens design








Acknowledgments
and Limitations
Educational Context and Scope
It’s important to note that this project was conducted as part of an educational program, focusing on enhancing research and design skills. As a result, the scope of the project might be limited compared to a real-world commercial application. Only selected screens were designed, and not all usability testing outcomes were implemented for this case study.
Special thanks to:
@Winne Gomez for being a fantastic teacher in the UX course and an inspiration throughout the journey.
@Esra Ayhan Sagan for mentoring and providing invaluable assistance in evaluating and reviewing this work.
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