HarvestBasket - A Smarter Grocery & Meal Planning App

HarvestBasket - A Smarter Grocery & Meal Planning App

Designing an iOS grocery app that helps four distinct user types; busy professionals, health-conscious shoppers, eco-aware consumers, and budget-minded families. To plan meals, reduce food waste, and shop smarter through one intuitive experience.

Designing an iOS grocery app that helps four distinct user types; busy professionals, health-conscious shoppers, eco-aware consumers, and budget-minded families. To plan meals, reduce food waste, and shop smarter through one intuitive experience.

IOS MOBILE APP

USER RESEARCH

INTERACTION DESIGN

END-TO-END UX

My role

Lead UX Designer

Duration

March-April 2026

Tools

Figma

Platform

iOS App

My role

Lead UX & Designer

Duration

March-April 2026

Tools

Figma

Platform

iOS App

The Problem

The Problem

Meal planning and grocery shopping are completely disconnected experiences

People plan meals in one app, build grocery lists in another, and track their pantry on paper or not at all. The result is duplicate buying, food waste, and repeated store trips that could have been avoided with a single unified flow.

HarvestBasket was designed to connect all three into one seamless iOS experience, tailored to four very different user types with distinct shopping habits, household sizes, and priorities.

4

Distinct user archetypes served by a single unified app

5

Core user flows across the full app

46

Screens mapped before wireframing began

Research

Research

How people actually shop and plan

Research began with user interviews and competitive analysis to map existing grocery and meal planning behaviors. Information was synthesized and key insights with themes were discovered.

1

Fragmented tools

Users juggled between 2–4 separate apps or methods; notes apps, supermarket sites, and recipe platforms with no connection between them.

2

Food waste as a shared pain

Every persona experienced food waste, but for different reasons; impulse buys, forgotten pantry items, or over-buying due to poor planning.

3

Context-specific shopping behaviour

Urban users shop frequently in small batches; rural users buy in bulk once a week. The app needed to serve both models without compromise.

"I always end up buying things I already have at home because I never know what's in my fridge when I'm at the store."

— Interview participant, foundational research

Define

Define

Understanding the user before touching the design

Research began with four detailed personas; Laila, Maria, Omar, and Colin. Journey maps across 6 stages revealed friction points and drop-off moments. 12 themes and 5 opportunity areas were identified across all personas.

The personas that guided every design decision throughout the project. From information architecture, component hierarchy to interaction designs were based primarely on the users.

"I always end up buying things I already have at home then something expires before I use it. I need the app to tell me what to cook with what I've got."

— Composite insight from persona research

Ideate & structure

Ideate & structure

From research to architecture

The core challenge was building a navigation model that felt natural for both Laila's quick daily check-ins and Colin's weekly bulk planning sessions. The sitemap was structured to keep the most-used flows. Grocery list, meal plan, pantry is always one tap away.

1

Sitemap & information architecture

Navigation built around five primary tabs: Home, Meal Plan, Grocery List, Pantry, and Profile. The recipe search and pantry scanner being integrated closely.

2

User Flow Diagrams

Full flow diagrams with decision points, branches, and cross flow connections for all 5 flows.

3

Paper wireframes multiple iterations

Several sketches explored different entry points for the meal plan/grocery list flow. The most intuitive path from each iteration was combined into the digital wireframe.

4

Digital wireframes 3 breakpoints

Meal planning front and center on the home screen, pantry tracker accessible from the grocery list, and a one-tap "add to list" from any recipe card.

Usability Testing

Usability Testing

Two rounds of usability testing: lo-fi & hi-fi

Two rounds of unmoderated remote usability testing were conducted. Lo-fi wireframes with 9 participants, then the hi-fi prototype with 10 participants. Both sessions covered 6–7 task prompts across onboarding, meal planning, recipe discovery, delivery ordering, and pantry management.

App — Lo-fi round · 9 participants

Lo-fi · Finding 01

Onboarding setup confusion

The budget input was unclear, users couldn't tell if it was a slider or a text field. The "you're all set" screen showed a name that was never collected during setup, and users expected a screen to enter their name, email, and password.

Lo-fi · Finding 02

Meal planning entry point unclear

Users instinctively tapped Tuesday on the home screen but nothing happened. They had to find "plan meals week ahead" in quick actions first. After adding a meal, the add button remained visible, making it unclear if the action was successful.

Lo-fi · Finding 03

"Next step" button broken in cook flow

Multiple participants couldn't progress through the recipe cooking steps because the "next step" button was non-functional in the prototype, preventing full evaluation of the cooking experience.

Lo-fi · Finding 04

Delivery time slots not clickable

Delivery windows were displayed but couldn't be tapped. Users could see the time options but were unable to select one, making the ordering flow feel incomplete.

Lo-fi · Finding 05

Pantry expiry flow has too many steps

After finding expiring items and selecting a recipe, users were required to regenerate a full shopping list with no back button available. Several participants found this flow confusing and overly long.

Lo-fi · Finding 06

Shop nav and cook now button unclear

The shop button in the navigation bar was described as unclear by participants. The "cook now" button was also flagged as too small and not prominent enough relative to surrounding elements.

Positive finding

Pantry expiry alerts & recipe suggestions well received

Participants found the expiring items alert and the "find recipes for all items" feature intuitive and genuinely useful, directly addressing the food waste problem the app was built to solve.

Positive finding

Overall flow rated intuitive by majority

Most participants described the app as easy to navigate. They praised the recipe discovery flow, delivery ordering steps, and the step-by-step cooking instructions with built-in timers.

App — Hi-fi round · 10 participants

An unmoderated remote usability study was conducted on the hi-fi prototype with 10 participants across 7 task prompts covering onboarding, meal planning, recipe discovery, delivery ordering, and pantry management.

Hi-fi · Finding 01

Budget display is confusing

Multiple participants couldn't distinguish between their remaining budget and total spent. The two figures displayed side by side caused consistent confusion at checkout.

Hi-fi · Finding 02

Low contrast on expiry alerts

Several users struggled to read the "tap to see", "use it up recipes" text. It was described as too grey and difficult to spot. The orange alert rectangle text also lacked sufficient contrast.

Hi-fi · Finding 03

Missing back navigation in some flows

Users felt stuck on certain screens with no clear way to go back. The meal plan section only had one back button, and some screens had no exit path at all.

Hi-fi · Finding 04

Onboarding end screen unclear

The "you're all set" screen after onboarding confused users, and items on screen appeared selectable but weren't. Users expected to be taken directly to the home screen.

Hi-fi · Finding 05

Recipe cooking timer purpose unclear

Users questioned why a timer appeared on steps that didn't require one. It was unclear whether it tracked cooking time, oven time, or personal elapsed time.

Hi-fi · Finding 06

Bottom navigation bar too small

The bottom nav bar was overshadowed by larger text above and went unnoticed initially. Multiple participants noted it was too small to be recognised as a primary navigation element.

Positive finding

Delivery flow praised as smooth

"The delivery process was quite easy, I liked being able to see which store had all the items I needed." -Participant A

"The delivery process was quite easy, I liked being able to see which store had all the items I needed." - Participant A

Positive finding

"Add to pantry when delivered" well received

Several participants specifically called out the automatic pantry update on delivery as a standout feature. Exactly the food waste reduction behavior the app was designed around.

Hi-fi Design

Hi-fi Design

Design System

A full brand identity and design system was built -forest green primary palette, cream and stone surfaces, DM Sans + Inter typography, complete component library. All 6 High priority usability fixes resolved before visual polish was applied.

A full brand identity and design system was built -forest green primary palette, cream and stone surfaces, DM Sans + Inter typography, complete component library. All 6 High priority usability fixes resolved before visual polish was applied.

HarvestBasket app prototype

Tap through the full iOS app - home, meal plan, grocery list & pantry

View Prototype

Brand Identity & Design Systems

Colour tokens, type scale, component library

20 Hi-Fi Screens

All 5 flows at iPhone 14 Pro resolution

Interactive Prototype

145 connections wired across all screens

2 rounds of testing

Lo-fi with 9 participants, hi-fi with 10 participants

Outcomes

Outcomes

What was delivered

A fully tested hi-fi interactive prototype built across 10 structured deliverables and validated with 19 participants.

10

Professional UX deliverables produced end-to-end

19

Usability study participants across 2 rounds

14

Usability issues identified and resolved

What I'd do differently

Starting usability testing at the paper stage would have caught the onboarding confusion and broken cook flow much earlier. This would have saved time and prevented late-stage redesigns.

Key takeaway

Designing for four different personas forces you to build systems, not screens. Every decision had to work for all four users while making the design stronger and more inclusive.

Dmitry Michin

UX, Product & Interaction Designer based in Chiang Mai, Thailand.

UX, Product & Interaction Designer based in Chiang Mai, Thailand.

Available for Work

© 2026 Dmitry Michin — Designed & built with care in Chiang Mai, Thailand

© 2026 Dmitry Michin — Designed & built with care in Chiang Mai, Thailand