Scope

Product Design UX/UI Visual Identity Usability Testing User Experience Design MSc

Year

2024 Case Study

Empowering sustainable habits for food waste reduction: Savee app

Main Project Image
Main Project Image

Problem statement

Problem statement

Despite existing digital platforms and food waste programmes, users still struggle to build habits around reducing waste and adopting sustainable practices. Many platforms fail to engage users due to a lack of features tailored to individual routines and consumption habits.

Aims and objectives

Aims and objectives

This project aims to develop a gamified app to reduce food waste and boost community engagement. Using Lean UX, users can buy surplus food, share locally, and access smart waste-reduction features. It includes researching user behaviour, designing an MVP, iterating with feedback, and evaluating impact. A strong brand identity will target eco-conscious users, with documentation of the design process and sustainability efforts.

Scope

Product Design UX/UI Visual Identity Usability Testing User Experience Design MSc

Year

2024 Case Study

Empowering sustainable habits for food waste reduction: Savee app

Main Project Image

Problem statement

Despite existing digital platforms and food waste programmes, users still struggle to build habits around reducing waste and adopting sustainable practices. Many platforms fail to engage users due to a lack of features tailored to individual routines and consumption habits.

Aims and objectives

This project aims to develop a gamified app to reduce food waste and boost community engagement. Using Lean UX, users can buy surplus food, share locally, and access smart waste-reduction features. It includes researching user behaviour, designing an MVP, iterating with feedback, and evaluating impact. A strong brand identity will target eco-conscious users, with documentation of the design process and sustainability efforts.

Methodology

Methodology

Methodology

The timeline follows Lean UX’s three stages—Think, Make, Check—chosen for its speed and focus on rapid iteration. Two usability tests supported this: the first validated initial concepts; the second refined the design by resolving usability issues.

Large Project Gallery Image #1
Large Project Gallery Image #1

Surveys and interviews

20 surveys and 5 interviews were made among London-based users to know about their food waste management, habits, routines, platform preferences, pain points and needs.

Only 27% actively seek alternatives to use their food before it goes to waste, while 36% lead busy lives and don’t have the time or motivation to do so.

Only 27% actively seek alternatives to use their food before it goes to waste, while 36% lead busy lives and don’t have the time or motivation to do so.

The remaining 28% enjoy finding bargains and rescuing food through platforms, while nearly half regularly buy discounted ready-made meals. Key pain points include limited dietary options, sold-out meals, and long pick-up distances.

The remaining 28% enjoy finding bargains and rescuing food through platforms, while nearly half regularly buy discounted ready-made meals. Key pain points include limited dietary options, sold-out meals, and long pick-up distances.

Users are keen on receiving meal recommendations, inventory alerts, and notifications to help them maximise their food at home.

Users are keen on receiving meal recommendations, inventory alerts, and notifications to help them maximise their food at home.

Reciprocity feels more rewarding than simply receiving a donation. Users perceive charities and initiatives as only for those in need, and none of the participants have accessed them.

Reciprocity feels more rewarding than simply receiving a donation. Users perceive charities and initiatives as only for those in need, and none of the participants have accessed them.

Lean UX design process

User Personas

User Personas

User Journey

Information Architecture

Usability test feedback

Two usability tests were conducted with 10 London-based participants (aged 25–34) using the Five-Act Interview and a mid-fi Figma prototype. Tasks were analysed using the Common Industry Format to assess usability and inform improvements.

• The option to buy surplus food and meal deals, for both delivery and pick-up, was found to be engaging by users.

• The option to buy surplus food and meal deals, for both delivery and pick-up, was found to be engaging by users.

• Users gave positive feedback on food-swapping gamification, enjoying item browsing and receiving rewards in return.

• Users gave positive feedback on food-swapping gamification, enjoying item browsing and receiving rewards in return.

• Creating an inventory from orders was found easy, with users smoothly adding items via suggestions, photos, or barcode scanning.

• Creating an inventory from orders was found easy, with users smoothly adding items via suggestions, photos, or barcode scanning.

• Earning points for discounts was well-received, and users found local food delivery for extra income and points appealing.

• Earning points for discounts was well-received, and users found local food delivery for extra income and points appealing.

Usability testing led to moving Rewards for easier tracking and redemption, and relocating Favourites to the Account section for better navigation. The app’s visual identity was also refined with updated colors, typography, icons, and photos, enhancing usability and aligning with the brand.

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Insights, learnings and next steps

Emerging Trends and User Feedback

Online behaviours like shopping, food delivery, and community building are growing, alongside increased AI integration. Feedback shows Millennials and Gen Z seek ways to reduce food costs and support sustainability but often prioritise convenience amid busy lives and the cost-of-living crisis. Many remain unaware of food waste initiatives, highlighting the need for early education. Gamification and rewards will be crucial to driving engagement and lasting behaviour change.

MVP Impact and Future Growth

The MVP demonstrated strong user engagement, encouraging sustainable behaviour and surplus food purchases. Further development is needed before launch, including local partnerships, community events, and a solid social media strategy. Additional research will address user, business, and legal challenges like mobile fatigue, trust, operations, and food safety or AI regulations. With continued innovation, the project can shift perceptions of surplus food to “accessible, affordable, and sustainable,” promoting food waste reduction and lasting sustainability.

Insights, learnings and next steps

Emerging Trends and User Feedback

Online behaviours like shopping, food delivery, and community building are growing, alongside increased AI integration. Feedback shows Millennials and Gen Z seek ways to reduce food costs and support sustainability but often prioritise convenience amid busy lives and the cost-of-living crisis. Many remain unaware of food waste initiatives, highlighting the need for early education. Gamification and rewards will be crucial to driving engagement and lasting behaviour change.

MVP Impact and Future Growth

The MVP demonstrated strong user engagement, encouraging sustainable behaviour and surplus food purchases. Further development is needed before launch, including local partnerships, community events, and a solid social media strategy. Additional research will address user, business, and legal challenges like mobile fatigue, trust, operations, and food safety or AI regulations. With continued innovation, the project can shift perceptions of surplus food to “accessible, affordable, and sustainable,” promoting food waste reduction and lasting sustainability.