UX case study · Food & nutrition · Mobile AI

MealMap

From "what's for dinner?" to finding it on the shelf.

An AI grocery assistant connecting meal planning, pantry inventory and in-store navigation in one flow.

  • Interviews
  • Journey mapping
  • Competitive analysis
  • Prototyping
  • Think-aloud testing
  • Mixed-method evaluation
Final Recipes screen with AI-generated meal plans and imported recipes. Final in-store navigation screen with an optimized route to items on the shelf. Final grocery list screen with AI-generated lists that learn buying behavior.
Problem
Meal planning, groceries, pantry tracking and recipes span 3–4 disconnected tools.
My role
UX researcher & designer in a team of three. Research, synthesis, six core flows and usability testing.
Timeline
2.5 months
HCDE coursework, U-Michigan
Outcome so far
A tested six-flow prototype. SUS rose from 65.8 to 79.5 after one iteration; in-store confirmation still needs work.

01 · Context & stakes

No single app does all of it.

One app to plan meals, another to navigate the store, a third for the pantry, a fourth for recipes — none of them talk to each other, and none adapt to accessibility needs. The fragmentation itself is the user's problem.

"How might we help adults plan meals and shop more easily using narrow AI — budget-aware lists, best-store routing, in-store item finding — while staying accessible for diverse needs?"

Design question

02 · Role & boundaries

What I owned

I drove

  • Designed the nine-participant interview protocol and ran four interviews
  • Synthesized thematic analysis, journey mapping, task analysis and the competitive matrix
  • Wireframed and prototyped all six core flows
  • Designed and ran four of eleven think-aloud sessions with SEQ, SUS, NPS and DRT scoring
  • Iterated on the testing findings

Collaborators & participants

This was a three-person HCDE coursework project at U-Michigan. The team conducted nine discovery interviews and eleven think-aloud sessions in total.

Interview participants were ages 24–64; the new participants in usability testing were ages 28–63.

Constraints

  • A 2.5-month coursework timeline
  • Six connected flows spanning planning, shopping and error handling
  • Diverse dietary, accessibility and technology needs
  • Prototype testing with a small sample, limiting statistical claims

03 · Research

What we heard when we actually listened.

9 interviews, ages 24-64, on shopping habits, technology use, pain points, and accessibility needs. Two quotes crystallized the problem space immediately.

"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 marking friction points: losing a written list, recipes scattered across apps, and struggling to locate items in-store.

The journey map surfaced three recurring frictions: losing the written list, recipes scattered across tools, and locating items once inside the store.

Turning interviews into clear direction

Planning & meal decisions Store navigation Digital tool adoption Pain points & barriers Substitutions & budgeting
GAP 01

Decision fatigue

The mental load of "what's for dinner" pushes users to costly meal-kit shortcuts.

GAP 02

No all-in-one app exists

Users juggle 3-4 disconnected tools for meals, groceries, pantry, and cooking.

GAP 03

Items are hard to find

In-store disorientation, especially after resets or in unfamiliar stores.

Competitive analysis matrix showing no existing grocery app covers the full experience.

No competitor covers the full experience — a confirmed market gap, not an assumed one.

Task analysis diagram mapping the full flow from meal planning to cooking.

Task analysis showed where the tool handoffs break down — each handoff is a friction point.

04 · The solution

Six flows. One connected experience.

Onboarding captures dietary and accessibility needs. Meal suggestions connect to pantry inventory and grocery lists; in-store navigation carries the list into the shopping trip, with error handling for when the AI or connection fails.

Onboarding screens covering dietary, accessibility, and personalization needs.

Onboarding — dietary, accessibility & personalization needs first

Recipes screen with AI meal plans and imports.

Recipes — AI meal plans, imports, favorites

Food inventory screen with expiring-soon and low-stock views.

Food inventory — expiring soon, low stock, less waste

Grocery list screen that learns buying behavior.

Grocery lists — "you already have milk"

In-store navigation screen with optimized routing.

In-store navigation — optimized route, substitutions

Error handling screen with graceful offline fallbacks.

Error handling — AI fails gracefully; users are never stranded

Video walkthroughs, narrated with my design decisions

Onboarding

Grocery lists

In-store navigation

05 · Key decisions & trade-offs

What changed. And why.

Testing showed which flows needed another pass before high fidelity. Two navigation decisions show how the prototype changed in response.

Confirming items: from auto-confirmation to digital scratch-off

Tried → Learned → Revised
TriedNavigation wireframe before iteration, with no checkoff boxes.
Auto-confirming items when users tapped the map for new directions confused them — no moment of "I got my item."
RevisedIteration adding checkboxes to match user mental models.
A simple checkbox restored control — mirroring scratching an item off a handwritten list.

Result: users regained confidence in their purchasing ability — the mental model won.

Trade-off: Explicit checkoff gives shoppers control but adds an action to each item. The remaining confirmation steps need further testing.

Live maps: from 2D-only to a 3D option

Tried → Learned → Revised
Tried2D live map before iteration.
Users liked 2D maps, but in busy stores a map that did not match reality — high shelves, narrow aisles — added cognitive load.
RevisedIteration adding a 3D map option alongside 2D.
A 3D option mimics the real feel of the store and matches user expectations.

Result: the 3D map matched mental models and reduced reported overwhelm. In-store confirmation remained the hardest unsolved problem — see Reflection.

Trade-off: Keeping 2D and adding a 3D option supports different map preferences, but changing the view alone did not resolve the item-confirmation flow.

"Don't trust the spec; always talk to users. The 'all-in-one app' problem was three separate problems hiding inside one design brief — only the interviews surfaced that."

What iteration taught us
See the sketches and wireframes behind the six flows

Hand sketches across all major flows, then straight to low-fidelity wireframes for usability testing — before any visual design was applied.

Hand sketches

Home dashboard hand sketch.
Home dashboard
AI meal suggestion hand sketch.
AI meal suggestion
Grocery list hand sketch.
Grocery list
In-store navigation hand sketch.
In-store navigation

Black & white wireframes

Home dashboard black and white wireframe.
Home dashboard
AI meal suggestion black and white wireframe.
AI meal suggestion
Grocery list black and white wireframe.
Grocery list
In-store navigation black and white wireframe.
In-store navigation

06 · Outcome & evidence

Better scores, with one clear limitation.

Twenty participants contributed across nine interviews and eleven think-alouds. Six core flows were wireframed, prototyped and tested; the scores below compare the two core tasks before and after one iteration cycle.

11Think-alouds

New participants, ages 28-63

SEQPer task

Single Ease Question on both core tasks

SUSUsability

System Usability Scale across sessions

DRTCustom scale

My 4-dimension Likert scale for AI desirability, reliability & trust

VADERSentiment

Across all sessions + open AI-trust question

SEQ · Meal Plan5.5 → 6.2already at threshold
SEQ · In-Store Nav3.5 → 5.4reached acceptability
SUS65.8 → 79.5+13.7
NPS-50 → +40sample too small for a statistical claim
DRT3-4 → 4-5AI trust improved
Sentiment distribution chart showing a shift toward positive after iteration.

Sentiment shifted meaningfully toward positive after the first iteration round.

Quantitative scoring results after iteration across SEQ, SUS, NPS, and DRT.

Post-iteration, both core tasks cleared acceptable SEQ scores — SUS, NPS, and DRT all improved.

Both core tasks reached acceptable SEQ thresholds, and sentiment shifted toward positive. These are results from a small prototype study; the NPS change is descriptive, with no statistical claim. In-store confirmation remains an unresolved usability problem.

07 · Reflection

Can shopping feel easier if confirming each item still takes too many steps?

The map improved, but in-store confirmation still has too many steps. Matching the store visually was useful; the next study needs to test the action of collecting an item.

Wins

AI-generated meals directly answered the decision fatigue behind Participant 7's meal-kit dependency — the clearest design-to-research link in the project. Frequently-bought-item reminders were the standout favorite: "helpful, not intrusive."

What I'd run next

In-store confirmation still has too many steps. Next test: three confirmation patterns (list-only, gesture-on-map, audio-confirm) in a within-subjects design — plus explicit post-task exploration prompts, since several participants never saw the broader app.

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