Hangry to Happy
A journey to make Subway Faster
UX Case Study
Project Overview
This case study is based on real life experience, which inpired me to explore solutions to improve the online ordering experience of users like me and you.
My Role
As a UX researcher, I was involved in empathizing, defining, ideating, prototyping and testing the design solution to make online ordering a positive experience for customers.
Tools
Project Details
April-July 2022
Project completed for IxDF UX Fundamentals Bootcamp
Project Background
Subway is an American multi national fast food restaurant franchise with 58.1% stores in the United States. Also It is the largest fast food chain worldwide, with 33,749 restaurants . In 2015, it ranked #3 on the "Top Global Franchises" list, and #1 as the "Fastest Growing Franchise". About 20% of american families eat at subway annually. Its functional structure is to provide quick food services to people.
With progress in technologies now there is an app for everything.The subway app allows customers to order food online. But the process is repetitive and time-consuming. With this research study, the main aim is to find out UX solutions to fix and improve the usability and efficiency of the app.
The Problem
Subway mobile app does not allow the customers to save multiple foods as favorites, which makes the customer go through the ordering sequence repeatedly that takes more time to order food. This makes the customers feel frustrated.
The Solution
Parallel Processing between multiple orders
Save multiple favorite foods per account and label as needed
Easy order Customization
Easy to duplicate and edit order in the cart
Objectives and Goals
My objective is to get to know my users needs, by connecting with them to know their feelings, perspectives, frustrations and pain points they face when they order food online. This information helped me to device possible solutions to fix the issues with the UX design solution so that the customer can accomplish the task efficiently.
My goal is to make the user experience more efficient, usable, and accessible and develop credibility for the product thereby increasing its desirability.
Design Process
I followed the 5 stage thinking of the Hasso Plattner Institute of Design at Stanford (aka the d.school). Design thinking is an iterative and non-linear process that contains five phases:
Accumulate information gathered during the Empathize stage. Analyze observations to define the core problems which are called problem statements.Create personas to connect with people keeping your efforts human-centered before proceeding to ideation.
Alternative ways to solve a problem
Aim to identify the best possible solution for each problem
Test your design solutions, iterate, alter to refine and try testing again.
Deliverables
Quatitative Research
Qualitative Research
Competitor Analysis
Proto Personas
Story Boarding
Customer Journey Maps
Empathy Maps
Contextual User Interviews
User flows
Information Architecture
Sketches and wireframes
Prototypes
Usability testing
Iterations
Competitor Analysis
I compared the mobile apps of the direct and indirect competitors of subway to identify features that can take subway to the level of its competitors.
Subway Offers
Order online
Quick service
Reward point
Customization
Subway does not offer
Ordering ahead of time
Live Help Chat
Live Help Chat and Ordering ahead of is out of the scope of my project
Proto Personas
Proto personas were developed based on fictional and real-life characters, developed on the basis of empathy, compassion and the needs of people. Although these personas are not real, they are based on data and facts obtained through real-life interviews, surveys, and other forms of user research.
Story Boarding
Is a useful technique to empathize with the personas, getting them into a story or actual situation which is helpful in gaining insights about how they feel, how they think, what they say and what they do when they use the product. Here I have used my Proto personas to create a story which describes them into a situation. This process is essential to be in their shoes.
Customer journey Map
Customer Journey Maps for the proto persona help to track the actions, thoughts feeling in a time wise manner when they are using your product which is under research
Empathy Map
User Surveys
Semi-structured qualitative interviews are great to empathize with your users as they can give you an in-depth understanding of peoples’ values, perceptions, and experience.They allowed me to ask specific questions while remaining open to participants’ points of view. The questions were based on three aspects of the participants.
Food ordering habits
Technology Use
User Task
The interviewees were required two simple tasks.All the data was extracted in the form of transcripts to make a affinity map of the findings to identify the common issues that the interviewees faced during the process of ordering through the subway app.
Purpose
To help the designer by carefully identifying any logical , functional issues with the ordering process through the subway app and comment on things they liked, things they did not like as much, any questions they had, and new ideas/suggestions they had, to improve the procedure.
Findings
Separate Meat & Meatless menu
Duplicate orders in the cart
Edit duplicated orders in the cart
Save multiple favorite orders per account
Label the favorites for easy identification
Easy recent order reordering
User Flows
Userflows helped me understand all the steps that a user has to go through to accomplish a task. I found that the existing user flow was a repeatitive process while the new proposed user flow allowed parallel ordering for multiple orders hence shortening the procedure.
Sketches
Wireframes
Usability testing
Objective: To make multiple orders, save multiple favorite foods/account for quick and efficient ordering through the mobile Sunway App.
A usability test was performed as a part of this UX Fundamental boot camp, where participants were asked to perform a simple task working throught the prototype file in figma to identify any visual and logical issues in the design.
Tasks/ participant-
Add 2 orders to cart.
Make these 2 orders as favorite foods.
Duplicate the recent orders/ Favorite foods and add to cart.
The data was gathered and affinity mapping was done and the data was recorded in the feed back capture grid.
Insights
The cart symbol should take the user to the cart
“Multiple” tab should specify = many orders
Add and remove button does not say that it adds items to the cart
The icons in the cart should have labels
Final Screens
Challenges
Failures
Figma Prototypes challenge
Interviewees dropping off
Subway customers difficult to find
Time constraint
Design love
Usability testing
To stop working on Figma file
Filter for store location ignored
Recent order re-ordering is better in the current app
Design Modifications still not completed
All the Icons were not linked
Future Scope
Store locator improvement
Long loading times
Store selection filter
Ordering ahead of time
Live help chat on the app
Separate Online order handling staff
Drive-thru feature
Order Predictability