Case Study · Food & Nutrition · AI

MealMap

Using AI to take the guesswork out of grocery shopping and meal planning — learning your preferences, dietary needs, and budget to plan, shop, and navigate for you.

Role UX Researcher & Designer (team of 3)
What I did Designed the 9-participant interview protocol and ran 4 sessions · synthesized thematic analysis · created journey map, task analysis, and competitive matrix · wireframed and prototyped all 6 core flows · designed and ran 4 of the 11 think-aloud usability sessions with mixed quant scoring (SEQ/SUS/NPS/DRT) · iterated based on findings
Duration 2.5 months · Context: HCDE coursework, U-Michigan
MealMap app logo
🧠
AI-Powered
Learns your preferences
Research
9
User interviews

TL;DR

The grocery-app market is fragmented across 3–4 disconnected tools. I interviewed 9 users (ages 24–64), identified 5 friction themes, and designed a single AI-powered concept covering meal planning through in-store navigation. After one iteration cycle, both core tasks reached acceptable SEQ thresholds, SUS improved, and sentiment shifted meaningfully positive. The remaining hard problem: in-store map confirmation interactions — still being iterated.

+13.7
SUS points
+0.7
SEQ Meal Planning
+1.9
In-Store Navigation
11
Think Aloud Usability Sessions
The Problem

No single app does all of it.

The grocery and meal-planning app landscape is deeply fragmented: one app to plan meals, another to navigate the store, a third to manage the pantry, a fourth to look up recipes. None of them talk to each other, and none of them adapt to your personal needs.

MealMap was designed to change that — a single, AI-powered experience that covers the entire journey from "what's for dinner tonight" to finding it on the shelf, while staying accessible to users with diverse needs.

No grocery shopping app creates meals, remembers when your favorites are running out, manages your pantry, allows you to import recipes from anywhere, helps you navigate to your items in the store, and adapts to user accessibility needs — all in one app.

Design Question
How might we help adults plan meals and shop more easily by using narrow AI to auto-build budget-aware lists, find the best store(s) and prices, plan multi-stop routes, and guide in-store item finding — while staying accessible for diverse needs?
01 — Discovery

What we heard when we actually listened.

9 individuals — ages 24 to 64 — were interviewed on their grocery shopping habits, technology usage, pain points, and accessibility needs. Two participant quotes crystallized the core problem space immediately.

User Interviews
"
We just stopped [meal kit service] because we don't like making those decisions — what to make for dinner. So, even though [meal kit service] is probably more expensive, it's so easy just to not think about what's for dinner tonight.
Participant 7 — decision fatigue around meal planning
"
When they do a reset, I can't find anything… I have to look up at the aisles and see where things are listed.
Participant 2 — in-store disorientation after store resets
User Journey Map
User Journey Map showing friction points in the grocery shopping experience
The journey map surfaced recurring friction points: losing a written grocery list, recipes scattered across multiple locations, and struggling to locate items once inside the store.
02 — Define

Turning interviews into clear direction.

Thematic analysis of the 9 user interviews produced 5 clear themes. Competitive analysis confirmed no existing app addressed all of them — revealing a genuine market gap.

Thematic Analysis — 5 Themes
🍽️ Planning & Meal Decisions 🗺️ Store Navigation 📱 Digital Tool Adoption 😤 Pain Points & Barriers 💰 Substitutions & Budgeting
Core Gaps & Problems Identified
  • 01Meal planning and decision fatigue — the mental load of "what's for dinner" pushes users to costly meal-kit shortcuts
  • 02No "all-in-one" app exists — users manage meals, groceries, pantry, and cooking across 3–4 disconnected tools
  • 03Trouble locating items in stores — especially after resets or in unfamiliar locations
Competitive Analysis
Competitive analysis matrix showing gaps across existing grocery apps
No existing app addresses all parts of the grocery shopping experience — confirming a clear design opportunity.
Task Analysis
Task analysis diagram mapping the full user journey
Task analysis mapped the full flow from meal planning to cooking — revealing where handoffs between tools break down and create friction.
03 — Ideate

From blank paper to tested wireframes.

Ideation began with hand sketches across all major flows, then rapidly progressed to low-fidelity wireframes for usability testing — before any visual design was applied.

Hand Sketches — Early Ideation
Hand sketch - home and dashboard flow
Home & Dashboard
Hand sketch - recipes and meal planning
Recipes & Meals
Hand sketch - grocery list
Grocery List
Hand sketch - in-store navigation
In-Store Navigation
B&W Wireframes
Home dashboard wireframe
Home Dashboard
AI meal suggestion wireframe
AI Meal Suggestion
Grocery list wireframe
Grocery List
In-store navigation wireframe
In-Store Navigation
Design Iterations

What changed. And why.

Testing showed which flows needed another pass before high-fidelity design. These two small but powerful changes had the biggest impact on the final product.

01
Confirming items in cart

From auto-confirmation to digital scratch-off

Before
Navigation wireframe before iteration with no checkoff boxes
Problem identified

Users were confused by the auto-confirmation that they had added an item to their basket once they tapped on the live map for new directions.

After
Iteration to include check boxes to match user mental models
Design decision

By adding a simple checkbox, users were able to regain a sense of control and internal confirmation: "I got my item." It mirrored the familiar action of scratching an item off a handwritten list.

Result
Users gained confidence in their purchasing ability.
02
Live Maps

From manual list-building to a smarter handoff

Before
Live map before iteration
Problem identified

While users liked the 2D maps, several participants reported grocery shopping can be overwhelming, especially when the store is busy, so a map that didn't match their mental model (i.e. high shelves, narrow aisles) added to cognitive load.

After
Live map after iteration to include 2D and 3D versions
Design decision

I added a 3D map option to mimic the real feel of the store and match user expectations.

Result
3D map matched user mental models and reduced reported overwhelm. In-store confirmation interactions remained the hardest unsolved problem — see Reflection.
What iteration taught us
Mental models matter
If you design for all ages and all abilities, you will develop a more well-rounded and well-received product sooner.
Specs can deceive
Don't trust the spec; always talk to users. The 'all-in-one app' problem I designed for was three separate problems hiding inside one design brief. Only the interviews surfaced that.
The little things make a big difference
I didn't expect a simple button here or there to create real change in users' minds, but those little details created real results.
Final Design

Six screens. One complete experience.

The final solution unifies onboarding, recipes, food inventory, grocery lists, in-store navigation, and error handling into a single AI-powered app — each screen built around accessibility and reducing friction.

Onboarding screens final mockup design
Onboarding
  • 3 sections: Dietary Needs, Accessibility Needs, and Personalization Preferences
  • Ensures AI tailoring is user-need-first from day one
  • Multiple filtering inputs per section
Recipes screen final mockup design
Recipes
  • AI-generated meal plans and single meals
  • Upload from outside sources, write your own, or browse recent & favorited
Food inventory screen final design mockup
Food Inventory
  • Quick view of 'Expiring Soon' and 'Low Stock' items
  • Categorized by pantry, refrigerator, and freezer
  • Helps users manage food and prevent waste
Grocery list screen final design mockup
Grocery Lists
  • AI-generated, from previous lists, or write your own
  • AI learns behavior: "you already have milk," "you normally buy cinnamon with oatmeal"
  • Catches missed items, prevents buying extras
In-store navigation screen final design mockup
In-Store Navigation
  • Optimized route using phone GPS and store layouts
  • Guides users to items in the most efficient path
  • Substitution suggestions when items are out of stock
Error handling screen final design mockup
Error Handling
  • Graceful fallbacks when connectivity or AI fails mid-shop
  • Options: reconnect, shop offline, check out later, or get human assistance
  • Users are never left stranded — AI and technology are not infallible
Video Walkthroughs

Walkthroughs narrated with my design decisions.

An in-depth explanation of why I made certain design choices.

Onboarding
Recipes
Food Inventory
Grocery Lists
In-Store Navigation
Error Handling
04 — Validate

Testing showed us where to push harder.

A mixed-methods testing approach combined qualitative depth with quantitative scoring — giving a complete picture of what was working and what still needed iteration.

Qualitative
Think-Aloud Testing
  • Recruited 11 new participants for think-aloud testing (ages 28-63)
  • VADER sentiment analysis across all sessions
  • 1 open-ended trust question focused on AI reliability
Quantitative
Scoring Frameworks
  • SEQ — Single Ease Question per task
  • NPS — Net Promoter Score
  • SUS — System Usability Scale
  • DRT — Desirability, Reliability & Trust of the AI: I designed a custom 4-dimension Likert scale to measure Desirability, Reliability, and Trust in the AI features
Sentiment Analysis
Sentiment distribution chart showing shift to positive after iteration
Participants had an overall more positive attitude toward MealMap after the first round of iteration — sentiment shifted meaningfully toward positive and neutral responses.
Quantitative Results
Quantitative scoring results post-iteration
Post-iteration, both main tasks (planning a meal and in-store navigation) reached acceptable SEQ scores. SUS, NPS, and DRT all improved.
Score Improvements After Iteration
SEQ
Meal Planning: 5.5 → 6.2 (already at threshold) & In-Store Nav: 3.5 → 5.4 (reached acceptability after iteration)
Single Ease Question
Both tasks at acceptable threshold
SUS
(65.8 → 79.5)
System Usability Scale
Improved overall ease of use
NPS
(-50 → +40)
Net Promoter Score
More promoters; sample too small for statistical claim.
DRT
(3-4 → 4-5)
AI Trust Score
Improved AI desirability & trust
Lessons Learned & Reflection

What worked. What I'm still solving.

🏆 Wins
  • AI-generated meals directly addressed the decision-fatigue problem that drove Participant 7's meal-kit dependency. This was the single clearest design-to-research-finding link in the project.
  • Reminders to add frequently used items to the grocery list were a standout favorite feature — users described them as helpful rather than intrusive.
🔬 What I'd run next
  • In-store map confirmation still has too many steps. Moving confirmation off the map to the list reduced friction but didn't solve it — my next test would compare three confirmation patterns (list-only, gesture-on-map, audio-confirm) with a within-subjects design.
  • Several participants completed tasks without exploring the broader app — meaning we missed feedback on discoverability features. Next round I'd add explicit exploration prompts after task completion, before the post-test interview.
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