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UX Research · Google UX Certificate

Fancy Bakery: A Simpler Mobile Ordering Experience

An academic Google UX Certificate case for a mobile bakery ordering app, focused on product choice, pickup or delivery, and reducing uncertainty before purchase.

Academic case · In progress Google UX Certificate UX Research
Role
UX Designer
Period
2022 (6 months)
Tools
Figma, Notion, Photoshop
Overview

Researching how people choose and buy bakery products before designing the app.

Fancy Bakery is an academic Google UX Certificate exercise for a fictional French bakery in Montevideo, with online ordering, store pickup, and home delivery.

  1. Foundational research
  2. Synthesis and problem definition
  3. Early Figma prototype
  4. UI refinement and usability testing

The scope covered foundational research, problem definition, user journeys, and an early Figma prototype. It was not a launched product and was not measured in production.

This is an unfinished academic case that will continue through a new Figma iteration, AI-assisted exploration, and real usability testing.

Context and problem

Ordering ahead could reduce waiting, but the first question was what made bakery purchases difficult.

The initial hypothesis was that product choice and waiting for service created friction.

Before designing a solution, I researched how people bought bakery products, which questions came up, and what they valued when placing an order. The challenge was to shape an experience that helped people decide, allowed them to order in advance, and clearly communicated pickup or delivery.

Research

Six remote interviews grounded the exercise in real bakery-buying habits.

6
semi-structured interviews completed
≈30 min
per foundational interview
18 to 70
participant age range
5
participants planned for usability testing

Participants lived in Montevideo and bought bakery products at least once a week. The sample was intentionally broad for an academic exercise, although it was too small to support statistical conclusions.

  • Waiting to be served at the store.
  • Difficulty choosing among several options.
  • Low visibility of healthier alternatives.
  • A need for suggestions and combinations.
  • Interest in adding drinks to an order.
Empathy map synthesizing bakery purchase behaviors, frustrations, needs and opportunities from six interviews.
01The empathy map grouped interview evidence before personas or interface decisions were created.
Synthesis

From interview notes to two user archetypes and their journeys.

I organized the research in an empathy map and translated it into personas, user stories, and journey maps. The purpose was not to create artifacts for their own sake, but to connect what people said with specific product opportunities.

Persona Carlos, created from the foundational bakery purchase research.
02Carlos represented fast selection and pickup needs.
Persona Sandra, created from the foundational bakery purchase research.
03Sandra represented different choice and ordering needs.

The journeys reinforced two critical moments: deciding what to buy and collecting the order without unnecessary waiting.

Carlos user journey map showing stages, actions, frustrations and opportunities when ordering bakery products.
04The journey connected choice, ordering, payment, and pickup into one end-to-end view.
From findings to decisions

The first product decisions responded directly to choice and waiting friction.

  • Organize the catalog through recognizable categories.
  • Add suggestions and combinations to reduce indecision.
  • Support scheduled pickup or home delivery.
  • Show order status and the selected time.
  • Treat reviews, coupons, and new products as supporting features, not the center of the flow.
Definition and prototype

From drawing to prototype: making every decision visible.

The work followed the academic Google UX sequence: define the problem, explore alternatives, structure the journey, and move gradually from paper into Figma.

User stories, problem statements, and goal

User stories expressed the needs of Carlos and Sandra from their point of view. I then drafted problem statements and a design goal: enable people to discover products, choose with greater confidence, and complete an order for scheduled pickup or home delivery.

Problem statement for Carlos in the Fancy Bakery academic exercise.
05Carlos problem statement.
Problem statement for Sandra in the Fancy Bakery academic exercise.
06Sandra problem statement.

Competitive audit

I reviewed comparable experiences from the perspective of both a first-time and a frequent customer. The audit surfaced useful catalog and checkout patterns, along with opportunities around suggestions, bundles, healthier options, drinks, reviews, order tracking, and scheduled pickup.

The audit was an academic exploration tool. It does not validate that every identified feature should be built.

Core user flow

The critical journey connects discovery, selection, and confirmation. The original diagram remains as process evidence, while the interactive block translates the same journey into the portfolio’s visual language.

Ordering journey

  1. Start

    Step 01 Open the app Begin the journey.
  2. Need
    Find a suitable option without losing context.
  3. Step 03 Choose a product Review details, quantity, and preferences.
  4. Step 04 Review cart Confirm products and subtotal.
  5. Step 05 Order ready? Return to edit or continue.
  6. Continue Step 06 Pickup or delivery Choose a mode and time.
  7. Step 07 Payment Complete the required details.

    End

  8. Step 08 Order confirmed Show the summary and next step.
Original Fancy Bakery user flow diagram, from access to order confirmation.
07Original user flow, retained as evidence of the academic process.

Storyboards: context and interaction

The big-picture storyboard places the product in an everyday situation. The close-up focuses on the moment of use and helps define what a person needs to see and decide at each step.

Hand-drawn storyboard showing the broader context of using Fancy Bakery.
08Big-picture storyboard: the experience surrounding the order.
Hand-drawn storyboard detailing interaction with the Fancy Bakery app.
09Close-up storyboard: actions and decisions inside the app.

Paper: explore before organizing

Before opening Figma, I drew alternatives for categories, product details, cart, and checkout. These sketches show how I think with my hands: test compositions quickly, compare options, and discard ideas without becoming attached to a screen.

Sheet of hand-drawn sketches and wireframes for the Fancy Bakery app.
10Paper wireframes. Manual exploration came before interface decisions.

From low fidelity to an early visual direction

The selected alternatives became digital low-fidelity wireframes. I then connected the core journey and tested a first version with content, imagery, and color. The visual result is early and I would approach it differently today, but it honestly documents the evolution of the work.

Sequence of digital low-fidelity wireframes for Fancy Bakery.
11Low fidelity: hierarchy, navigation, and checkout before visual styling.
Early visual exploration of the Fancy Bakery mobile prototype in Figma.
12Early visual direction and navigable Figma prototype. This is an intermediate stage, not a validated final solution.

The interface does not represent my current UI level. It remains here because this case is meant to show the complete academic process, from drawing to prototype. A professional visual update and user testing remain the next iteration.

Validation and limitations

The study protocol was defined, but the validation loop was not completed.

I prepared an unmoderated usability study protocol for five remote participants, with planned sessions of 30 to 45 minutes.

Questions and KPIs

  • How long does it take to complete an order?
  • Where do errors, uncertainty, or drop-offs occur?
  • How easy is the app to navigate?
  • Planned KPIs: time on task, drop-off rate, and user error rate.

Study tasks

  • Register in the app.
  • Find a product and add it to the cart.
  • Schedule pickup for 10:30.
  • Complete the order and payment.

The plan is documented, but execution, findings, and iteration are not complete. The case therefore makes no claims about measured improvements or validated outcomes.

Learnings

A useful process still needs a completed test and iteration cycle.

Reflection

Research changed the design, but the loop remained open.

This exercise helped me learn to separate assumptions from evidence and translate interviews into design decisions. It also exposes a clear limitation: a documented process loses value when the prototype, test, and iteration loop is not completed.