Role

Role

Product Designer
Lead UI Design, Lead UX Design, Research, Rapid Prototyping, User Flows, Logo Design

Product Designer
Lead UI Design, Lead UX Design, Research, Rapid Prototyping, User Flows, Logo Design

User →

User →

On-site visitors ordering drinks

On-site visitors ordering drinks

Platform →

Platform →

IOS

IOS

Timeline →

Timeline →

4-6 weeks

4-6 weeks

Status →

Status →

Completed

Completed

Overview

Overview

Mobile ordering app for a local beer garden / events and organizations to reduce queue congestion and ordering errors during peak hours.

Mobile ordering app for a local beer garden, events and organizations to reduce queue congestion and ordering errors during peak hours.

Highlights

Research Insights


The Problem

The Problem

'During peak hours, customers faced long queues, order confusion, and difficulty modifying items at checkout. Staff were overwhelmed, mistakes increased, and customers hesitated to complete orders when changes were needed'

'During peak hours, customers faced long queues, order confusion, and difficulty modifying items at checkout. Staff were overwhelmed, mistakes increased, and customers hesitated to complete orders when changes were needed'

Challenge Statement

How might we reduce queue congestion in large beer gardens by enabling fast, seamless drink ordering without disrupting bar/event operations?




Challenge Statement

Designing for high-energy environments requires system-level thinking. Reducing pyschological friction at the interaction level directly impacts operational efficiency at the service level.

1.order confusion & editing

2.customers are facing long queues

3.staff were overwhelmed receiving physical orders

4.customers hesitated to complete orders when changes needed

Challenge Statement

Designing for high-energy environments requires system-level thinking. Reducing pyschological friction at the interaction level directly impacts operational efficiency at the service level.

Research Insights


Research Insights


Key Insight #1

Key Insight #1

Long queue can be;
moderate crowds might see 5–15 min waits; very busy events can exceed 20–30 min.

Long queue can be;
moderate crowds might see 5–15 min waits; very busy events can exceed 20–30 min.

Key Insight #2

Key Insight #2

Putting on high stress on bartenders & stand workers during packed sessions.

Putting on high stress on bartenders & stand workers during packed sessions.

Key Insight #3

Key Insight #3

Physical payments cash & card POS payments.

Physical payments cash & card POS payments.

Key Insight #4

Key Insight #4

73% prefer mobile ordering over “standing in a 30-minute queue”

73% prefer mobile ordering over “standing in a 30-minute queue”

Research Insights


Key Insight #1

Long queue can be;
moderate crowds might see 5–15 min waits; very busy events can exceed 20–30 min.

Key Insight #2

Putting on high stress on bartenders & stand workers during packed sessions.

Key Insight #3

Physical payments cash & card POS payments.

Key Insight #4

73% prefer mobile ordering over “standing in a 30-minute queue”

Design Decisions

Editable cart

Problem: Last-minute item removal caused hesitation at checkout

Decision: Persistent, editable cart with clear quantity controls

Why: Reduces fear of commitment and increases checkout confidence

low-fi

high-fi

low-fi

high-fi

Categorized Menu

Problem: Menu scanning was slow in crowded environments.

Decision: Category-first navigation with visual grouping.

Why: Supports fast recognition instead of reading-heavy scanning.

Confirmation

Feedback

Problem: Users were unsure if their order was successfully placed.

Decision: Clear confirmation state with status feedback.

Why: Reduces uncertainty and staff interruption.

high-fi

high-fi

low-fi

high-fi

Controlled Quantity Interaction

Problem: Accidental negative or invalid quantities.

Decision: Controlled stepper with minimum limits.

Why: Prevents correction effort and input errors.

Problem: Menu scanning was slow in crowded environments.

Decision: Category first navigation with visual grouping.

Why: Supports fast recognition instead of reading-heavy scanning.


low-fi

high-fi

Categorized Menu

Problem: Accidentel negative or invalid quantities.

Decision: Controlled stepper with minimum limits.

Why: Prevents correction effort and input errors.

low-fi

high-fi

Controlled Quantity Interaction

Problem: Users were unsure if their order was successfully placed

Decision: Clear confirmation state with status feedback

Why: Reduces uncertainty and staff interruption


high-fi

high-fi

Confirmation Feedback

Problem: Last-minute item removal caused hesitation at checkout

Decision: Persistent, editable cart with clear quantity controls

Why: Reduces fear of commitment and increases checkout confidence

low-fi

high-fi

editable cart

Design Decisions



Design Decisions



Final Solution

Final Solution

Easy removal without leaving checkout

Category-based navigation designed for rapid scanning

Live clear pickup communication to reduce confusion

Category-based navigation designed for rapid scanning

Category-based navigation designed for rapid scanning

Order collection zone information for users

Live clear pickup communication to reduce confusion

Order collection zone information for users

Complete Flow

Complete Flow

Category-based navigation designed for rapid scanning

Category-based navigation designed for rapid scanning

Validation

Usability testing showed that participants were able to complete a structured ordering task in approximately 1.5 minutes, measured through time-on-task and completion rate KPIs.


Compared to the average 15–20 minute physical queue during peak hours, the digital flow significantly reduced ordering friction and decision hesitation.


Inline cart editing improved user confidence, resulting in smoother task completion without abandonment.

Limitations

● The prototype was not tested in real peak-hour crowd density, where noise and environmental stress may affect cognitive load.

● The worker-side operational flow (order receiving, preparation, pickup coordination) was not validated.

● The broader service ecosystem — from order placement to drink collection — requires end-to-end testing.

Forward-Thinking Iteration

● Design and test a staff-facing interface to evaluate order intake and preparation workflow.

● Measure actual peak-hour throughput improvements compared to physical queue benchmarks.

● Conduct in-environment usability testing to assess cognitive load under real event conditions.

Key Learning

🧠 System-level thinking — approached design by considering the full operational ecosystem, not just individual screens

High-energy context — accounted for the pressures and pace of real-world, fast-moving environments

🤝 Psychological friction — identified and reduced mental load at every interaction point

📈 Operational efficiency — linked UX decisions directly to measurable impact at the service level

Outcome / Reflection

Validation

Usability testing showed that participants were able to complete a structured ordering task in approximately 1.5 minutes, measured through time-on-task and completion rate KPIs.


Compared to the average 15–20 minute physical queue during peak hours, the digital flow significantly reduced ordering friction and decision hesitation.


Inline cart editing improved user confidence, resulting in smoother task completion without abandonment.

Limitations

● The prototype was not tested in real peak-hour crowd density, where noise and environmental stress may affect cognitive load.

● The worker-side operational flow (order receiving, preparation, pickup coordination) was not validated.

● The broader service ecosystem — from order placement to drink collection — requires end-to-end testing.

Forward-Thinking Iteration

● Design and test a staff-facing interface to evaluate order intake and preparation workflow.

● Measure actual peak-hour throughput improvements compared to physical queue benchmarks.

● Conduct in-environment usability testing to assess cognitive load under real event conditions.

Key Learning

🧠 System-level thinking — approached design by considering the full operational ecosystem, not just individual screens

⚡ High-energy context — accounted for the pressures and pace of real-world, fast-moving environments

🤝 Psychological friction — identified and reduced mental load at every interaction point

📈 Operational efficiency — linked UX decisions directly to measurable impact at the service level

Easy removal without leaving checkout

Easy removal without leaving checkout

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