Movie Snack Ordering App

This proposed mobile application was made for fictional movie theater Reel Deal Theater, in an attempt to raise the sale of their snacks to movie-goers. The main flow focused on for this project was adding snacks to a user's cart and checking out. In addition to the design, research was conducted to create user personas, user journeys, and competitive audits; and usability studies were performed.

This project is a personal project, and is not shipped.

View Prototype


About the Project

In 2021, I enrolled in the Google UX Design Certificate program, which walks beginners and advanced designers alike through the process of UX design, all the way from initial user research down to usability tests and hand-off to developers. As part of the coursework, I chose a random prompt from Sharpen, which ended up being design a snack ordering app for a movie theater. Being somewhat familiar with movie theaters and food ordering apps already, I had the following ideas in mind:
  1. The app should use a dark color scheme, in the event someone would like to use it while in the movie theater
  2. Snacks should list the same options you could ask for at the counter, with an area for special requests
  3. It should be possible to log into a rewards accounts to earn and redeem points for purchases
As someone who loves the creative process, I was looking forward to getting into the actual design of the app, but there were some much-needed steps that had to be taken first to help me understand the business, competitors, and most importantly the users.

Business Research


The reason I decided on the selected prompt was because I get snacks every time I go to the movie theater, and think of myself as rather a popcorn connoisseur. I also use food ordering apps more than any others on my phone, so felt confident I could tackle a snack ordering app for a movie theater. But just because I had some starting opinions about the app - like that getting snacks delivered to your seat would be a great feature, and that being able to request extra butter online was a must have - that didn't mean I knew exactly what other companies were doing. After all, at the time of making this I hadn't been outside my house - much less to a movie theater - in nearly a year.

Getting to Know the Business
Not wanting to step on any toes, and wanting the chance to come up with my own branding rather than borrowing existing concepts, I created a fictional company called Reel Deal Theater to be the client for this application. Reel Deal Theater is a small movie theater specializing in science fiction movies. Each week, they play a different previously-released movie, selling tickets for nightly showings of the film. Like most other movie theaters, they also offer snacks, and have a rewards program for frequent movie-goers.

A lot of money goes into purchasing snacks for customers, but unfortunately there is not any significant return on investment in this part of the business. Customers often complain about the wait being too long, or not wanting to miss any of the movie if they change their minds halfway through watching. With this in mind, the business has decided it could be worth exploring a mobile app to solve the problem. The goal was that this mobile application would be able to accommodate actions such as purchasing tickets and logging into an account, but would be primarily focused on the sale of snacks for the prototype. Snacks were to be laid out in a way that made it easy for customers to see exactly what was available, and allow for convenient customizations that made ordering in the app more enticing than standing at the counter.

For the purpose of this project, you may assume that Reel Deal Theater has assigned seating for each movie and a dedicated pick-up counter for orders placed through the mobile app. You may also assume that Reel Deal Theater does permit limited use of mobile devices in the theater, provided this use does not pose a distraction to other viewers or involve verbal communication.

Competitive Audit
In order to better understand similar apps currently on the market and the companies behind them, a competitive audit was conducted. Each of the products that competitors offered was evaluated on their visual design, ordering process, payment process, delivery / pick-up process, and ease of use, and the key competitors identified were:
  1. Cinemark, a US-based movie theater company identified as a direct competitor. Cinemark markets itself as being very accessible and open. It trusts its customers to know what they want and make their own decisions, offering all their items in a clear and open fashion. It takes advantage of its assigned seating to offer unique experiences for their clientele, such as item delivery to their seat.

  2. AMC Theaters, a US-based movie theater company identified as a direct competitor. AMC Theaters is more casual and laid-back, being located alongside amusement parks and tourist attractions primarily. Their goal is to be just as fun as the places around them, and offer experiences like “to-go popcorn” and an icee machine.

  3. Regal Entertainment, a US-based movie theater company identified as a direct competitor. Regal tries to be a higher-end cinema, with its Crown Club and referring to their customers as royalty. Their popcorn tends to be fresher than that of their competitors, and they know it. The top quality they use in their products is evident in their marketing efforts.

  4. HOYTS, an Australia and New Zealand-based movie theater company identified as an indirect competitor due to their location. HOYTS markets itself to customers as being a fun stop along the way if they want to see a movie or have a good time with their friends and family. Due to my lack of familiarity with this brand in comparison to the others, I did not have previous in-person experience to draw from, possibly altering the report slightly.

View Competitive Audit


Cinemark is a well-designed app on the surface, and if you are someone who goes in already knowing what they want, the interface is straightforward. If you change your mind mid-way through the purchase process, it becomes more difficult to use. As far as snack ordering goes, this app had the most available options when it came to customization, and was also the easiest payment screen.

AMC and Regal are both using the same white-label solution for mobile ordering, making their comparison nearly identical. It was easier to find the snack ordering option on AMC, but both delivered a sub-par experience when it came to finding and customizing items. Categories were simply images, with each item under it being in a list. No customization options were available, and the payment options were difficult to find.

HOYTS is a refreshing change from the other apps; it was very clear how to select options and proceed forward, offering the best overall experience. However, on the ordering process specifically there was a disconnect between the payment and the pick-up options, making it unclear whether you were ordering in advance or simply holding your place in line.

Overall, my takeaways from the competitive audit for each of the snack ordering mobile app products offered is as follows:
Movie Theater Strengths Improvements
Cinemark
  • • Uses branding throughout application
  • • Makes categories and items very easy to view and select
  • • Offer ways to reach cart without starting process from the beginning
  • • Confirm back button and close buttons work in all parts of the application
AMC Theaters
  • • Makes snack options easy to find
  • • Clear to see when something has been added to the cart and the overall cost
  • • Offer more accessible ways to view menu items
  • • Use native app functionality for drop down menus
Regal Entertainment
  • • Beautiful visual notifications that draw your eye
  • • Clear to see when something has been added to the cart and overall cost
  • • Offer more accessible ways to view menu items
  • • Limit use of food & beverage images to ordering snacks, not prompting reward card signups
HOYTS
  • • Stands out visually from the crowd of like applications
  • • Smooth and clean interface that was easy to use compared to competitors
  • • Make error messages clearer
  • • Offer a dark mode option for customers with visual impairments or who are in the theater

User Research


The first step in any user research process is getting out there and talking to users, and this project was no exception. Before going into any interview, I knew my goals were to under challenges associated with getting snacks at the movie theater, and in which situations people might prefer mobile ordering to ordering at the counter. This way, I would be able to design an app that can be used in those situations, and was targeted at solving those challenges. With this in mind, I set out to ask a select group of participants the following questions:
  1. How often do you go to the movie theater?
  2. How many people typically go with you?
  3. What snacks or drinks do you take with you into the movie?
  4. What do you like and dislike about getting snacks at the movie?
  5. Is there any way you could think of to improve the process?
From these questions, I was able to confirm all selected participants fell into the target audience, and found out the challenges of ordering at the theater from several different perspectives. People who visit the theater by themselves or with others who are unable to carry items usually don't get as many snacks as they want or even snacks at all, because there's no good way to get them from the counter to the theater. They also are unwilling to skip the movie when or if they want refills. Surprisingly, though, waiting in line was the most prevalent complaint through the interviews. People find it challenging to wait in line with larger groups of people or small children, or are worried they're going to run late for their movie, or even if the line itself is empty they don't like waiting for a cashier to be available.

One thing I wanted to keep in mind was that while most people I interviewed said they would be a fan of mobile ordering, I also found out some people are deterred from mobile ordering because they like to make special requests, such as a "half-and-half" style drink or adding more than just the normal amount of "extra" butter on their popcorn. Without a good way to specify these requests, they would be unlikely to use the app, and would rather go without snacks than have them made incorrectly. So based on the information I gathered, I split people into two groups:

GROUP #1: People who attend movies by themselves or with 1 - 2 other people.

These individuals experience difficulties in trying to get up for any refills or additional snacks. They are most often established adults (21+) in various points of their life with small families. They would like to see an application that can be used while in the movie theater without disturbing anyone, and that properly showcases all of the offerings at the movie theater.

GROUP #2: People who attend movies in larger groups of friends or family (4+ people).

These individuals experience difficulties getting to the theater on time when everyone would like snacks. They are of varied ages and backgrounds, and most tend to be extroverted with either a large family or a large circle of friends. They would like to see an application that can be used to place large orders in advance of arriving at the theater, and that have options such as group ordering or payment at the counter.

Personas
From these interviews, I was able to create a persona that fell into each of the two groups identified above. Though I stuck with two personas here, one to represent each group, there are more personas that could have been created to take a deep dive into other parts of the snack ordering process.

PERSONA #1: Lani Kamaka

Lani is a single parent with a six-year-old daughter. Her daughter loves animated movies, and they go together whenever a new one comes out. They love to customize their popcorn with various seasonings, and sometimes Lani will get them a refill during the movie with a new flavor. Lani doesn't like to leave her daughter alone if they get a refill, so she brings her with her, but often they miss a significant portion of the movie.

"As a single parent who likes to attend movies with my daughter and experiment with different snacks, I want to provide my daughter with an easier way to see all the available options at the theater and place orders quickly so that we miss less of the movie if we want to try something new in the middle of it."

From this, we can determine that Lani is an energetic single mom who needs to view customizations in the app because her daughter has trouble reading the screen at the counter. One of the design goals is to ensure if Lani downloads the app, then the customizations will be visible at face level for each item.

View Lani's Persona


PERSONA #2: Liam Rosenfeld

Liam is a high school student who goes to the movies with a group of eight to twelve friends every Friday night. Because Liam skips dinner with his family to go, he likes to grab a hot dog or some nachos at the theater. When everyone in the group wants a snack too, it can take a long time to get their food and drinks together, and he has even missed the first few minutes of a movie by waiting for everyone else.

"As a high school student who goes to the movies with friends every week, I want to have a convenient way to place orders before arriving at the theater so that my friends and I miss less of the movie, and do not have to make one person pay for everyone's snacks."

From this, we can determine that Liam is a frequent movie-goer who needs non-traditional ordering and payment capabilities because he orders snacks for all his friends each week. One of the design goals is to ensure if Liam enters the checkout process, he will be provided with multiple options for group ordering and payment.

View Liam's Persona


User Journey Maps
While personas and user stories help to empathize with the user, it's hard to have a true understanding of their challenges unless you walk a mile in their shoes. The user journey, therefore, becomes an important part of that. I also find that user journey maps can help to pinpoint issues that may need to be brought to other teams, especially when there is an in-person component to the process that the design team has no control over. For this app, I did a user journey for each of my personas, assuming they ordered at a competitor with a similar app.

Lani's User Journey

Lani's journey starts with ordering popcorn in person. While it goes smoothly, she becomes thirsty after sitting down, and wishes she had remembered to order drinks as well. This time, she remembers to use the app, but picks up the drinks in person. She can't help but notice that when ordering through the app, there is no way for her to apply rewards points like she could while she was at the counter. While happy she doesn't have to wait in line again, she is worried that their seats will be taken while she gets up to get the drinks, and is thankful to find them still there upon her return. For this user journey, the following improvement opportunities were identified:
  1. Signage should be placed around theater to promote the app, or cashier should mention it to customers
  2. Doors should be push-to-open to accommodate people carrying snacks
  3. Cashier should confirm if customer wants drinks or other snacks before ringing up next customer
  4. The app should offer ways to connect rewards card with purchase
  5. Seating should be assigned to limit issues if exiting mid-movie
  6. A delivery service should be created to bring orders directly to seats
Liam's User Journey

Liam's journey starts with downloading the app in the hopes it will improve his movie theater experience. He is able to add his selection to the cart, but still has to contact his friends and ask them all if they want anything. He is able to place his order for pick-up with an option to pay at the counter, which he is pleased about, but finds customer service lacking once he gets there. He has to wait at the counter just as long as he would have to in line because the theater is understaffed, and while he does finally get his order, he wonders if he should have just waited in line after all. For this user journey, the following improvement opportunities were identified:
  1. Offer a bonus or discount for first-time users
  2. Add a way to invite people to group orders
  3. As part of group ordering, separate out items into groups for distribution and preview in-app
  4. Allow selection for pick-up time in advance of final order confirmation
  5. Have dedicated staff at pick-up area to handle in-person payments

View User Journey Maps


While many of the opportunities identified in both situations had more to do with the theater, rather than the app, I still feel like it is the designer's job to make the process as smooth and pain-free as possible. An easy ordering process, and clear communication within the app, makes it easier to for people to decide to trust a delivery service or forgive a busy night behind the counter. I would like to state though, that in a real-world situation opportunities such as increased signage or staffing concerns would be brought to the appropriate team to rectify in conjunction with the launch of an app.

Low-Fidelity Design


For the initial design, I knew I wanted to follow a sequence of events that would make sense in the app. When someone opened the app, naturally they would see movies first, as this is what drives most individuals to the theater. However, with the main focus of this app being on the snack ordering process, I knew the flow I would be designing out for the prototype would involve adding snacks to the cart and completing the checkout process.

The below image can be clicked on to open a gallery of individual screens. Explanations of individual screen designs are below.



Top Bar & Navigation
The top bar of this app remains relatively clear, only showing the name of the screen the user is currently on along with any relevant buttons such as those to go backwards in a process or to close out of something. Because this bar is a constant in the user's experience, I felt it best to keep it as uncluttered as possible.

In order to support this, the navigation for this app occurs along the bottom, and with only four items it fits nicely. The included categories are for movies, snacks, locate, and account. While only movies and snacks have wireframed main screens in this example, each navigation item is expected to be functional from any screen.

Movies
The movie screen is the first screen that anyone would see when they open the app. This was chosen in place of a more traditional homepage, because often in apps like this the homepage only gets in the way of content the user truly wants to see. The design allows for a single movie to be highlighted, which would be the current one playing. Underneath the movie poster, there is a clear call to action that would allow the user to buy tickets for that particular movie.

Underneath that, upcoming movies are shown in a side-scrolling format. This allows for the same view and scroll amount regardless of how many movies have been announced at the time. While there are no call-to-actions on the main screen for these movies, clicking on each one would bring up a screen with more info and a buy tickets CTA for each.

Snacks
Being the main focus of this app, these screens are the ones I spent the most time thinking about and wireframing out on paper before taking digital. The inspiration for the main screen design came from the Cinemark app, which was cleaner than its competitors, making choices easier. Snacks are split into categories of popcorn, snacks, candy, and beverages, while any combos or deals the theater is currently running would be presented in a slider at the top, showing users what options could be added to their cart.

Though there are lots of snacks available at movie theaters, the main snack I chose to design out was popcorn, which thankfully is one of the most popular options. Popcorn was selected because it has more options than the average snack, with a choice between the amount of butter, any seasonings, and special requests. The size is pre-selected, having been chosen on the main screen. While other options would be presented as radio button selections if there were any others, seasonings were presented in a side-scrolling format as a call-back to the main movies screen, and because this makes multi-select easier with limited scrolling necessary.

Checkout Process
Once something is added to the cart, it makes the most sense to review the cart before proceeding. This review order (or cart) screen would appear anytime someone added an item to their cart, as well as anytime someone returned to their cart after having navigated to a different page. Each item can be individually edited or removed, and there is an option to either add more items or check out.

The first real step of the checkout process includes a selection between pick-up or delivery for snack items, with delivery clearly showing it would be an extra charge. This screen also provides a pick-up date and time. These dates and times would correspond with movie times and give a 15 minute window before each showing. Name and email address are asked for at this step as well, which is common in most food ordering applications. The CTA provides an easy view at the next step, which is payment.

For the payment step, selections are available between paying online and paying at the counter. For people who choose to pay at the counter, they don’t need to enter any additional information on this screen, so only the pay online option has been depicted. For those who pay online, it is expected they pay with a credit or debit card, though options to apply a gift card or promo code also exist.

An order confirmation screen is the last step before being done, and it simply reiterates information provided previously for a final check. In most cases, the order can be placed, with a screen showing instructions for those who have opted to pick up their order.

Check Out The Low-Fidelity Prototype


UX Research Study


With a prototype set up and ready to go, I felt confident putting this product in front of real potential users and getting their feedback. Though not everyone is accustomed to seeing low-fidelity work, and the feedback is typically more in-depth when it comes to high-fidelity designs, it's still important to gather at every stage in the process. Before continuing, it was important for me to confirm the ordering process was intuitive enough for users, and understand what difficulties users might face during the process.

Specifically, I was looking to measure user error rate and conversation rate for my KPIs. The point of this study was to confirm users could successfully complete a purchase, and that they could get back to their cart if they chose to navigate away from it for any reason, and I wanted to see how easy it was for users to do those things, and what I could learn from the steps they took to get there. Most importantly, if the user got stuck at any part of the process, I wanted to go what I could to clear that up for them.

Usability Test
The usability test was moderated, and consisted for five participants ages 21 - 70 who attend movies either alone or in groups of 2 - 4 people. One participant regularly uses a magnified screen on their devices due to visual impairment. Each session lasted approximately 15 minutes, and consisted of the following prompts and follow-ups:
  1. Prompt: Add a snack to your cart.
    Follow-Up: How easy was this task to complete?

  2. Prompt: Add a second snack to your cart.
    Follow-Up: How easy was this task to complete?

  3. Prompt: Go to any other screen, then return to your cart.
    Follow-Up: How easy was this task to complete?

  4. Prompt: Complete the checkout process for all items in your cart.
    Follow-Up: Is there anything you would change about this process?

  5. Prompt: Do you see any possible uses for this application?
    Follow-Up: Would you personally use this application?

  6. Prompt: How did you feel about this application overall?
    Follow-Up: What did you like and dislike about this application?
Originally, my prompts only included going through the checkout process for a single item, and simply asked participants at the end how they felt about the application overall. Though I may still have gotten results with the original questions, I felt that adding the extra time for a second snack as well as asking about application uses would provide me with more helpful information overall, and encourage the participants (most of whom were unfamiliar with usability studies and low-fidelity work) to engage more with the prototype and be more open with their feedback.

During the usability test, I took notes down on paper about the participants' body language and any suggestions they made during their use of the app, as well as filled out the following spreadsheet I had set up in advance of conducting the study.

View Usability Test Spreadsheet


Results
Most participants spoke in a positive tone while using the application, showing either confidence or curiosity throughout the process. Participants also thought the app would be useful. While most of them said they would use it before arriving at the theater, two of them also stated they would use it while inside the theater - and one even said they would like to use it if they were waiting in a long line.

The navigation along the bottom was well-received, but the placement of the cart notification was not. Participants collectively expressed a desire to view their cart and confirm it was empty, something that had not been considered during the initial design. In contrast, the option to "add more items" alongside "check out" in the cart was used by all but one participant, with all of them saying they liked seeing that option.

The most feedback was received in relation to the checkout process overall. As participants went through the process, several noted how expensive the prices were, and how it would make them more likely to purchase snacks if they saw a way to get points or rewards on an order. Additionally, all participants expressed confusion when they completed the process. Some wanted to see the items they ordered on the last screen despite seeing them on the previous screen, while others honed in on the instructions. Despite a date and time for pickup being listed alongside instructions, participants asked if there would be a pop-up on their device when the order was ready, and some also asked why an email address had to be provided if it doesn’t appear to be used anywhere.

View Affinity Diagram

Use of the affinity diagram helped put all the feedback recieved into perspective, and using this alongside all the notes I had made these were the main takeaways I got from the usability test:
  1. The bottom navigation was the correct option in this app
  2. The snacks screen would recieve more feedback if product images were placed
  3. The cart screen offers a good set of options for items and next steps
  4. Instead of a notification, there should be a dedicated way to get to the cart
  5. There should be a way to earn points on an order or log into an account
  6. The confirmation screen needs a slight redesign and clearer instructions

High-Fidelity Design


Once I had the feedback from the usability test, I was ready to get to work on the high-fidelity design - making changes to the base structure of the design according to the key takeaways, that is. But for me, that's a process that's all about one thing: color. Now, I know there are a lot of other elements to good design: typography, proportion, iconography, etc. But colors are what inspires me, and are typically where I start the process.

When I was doing the competitive audit, I noticed a theme throughout movie theater apps, which was that all of them used either white or black as a neutral base and then added a warm color as the accent - three out of four competitors used red, while the other used orange. I wanted this design to stand out, so I chose two different colors that I thought might work together: dark blue, and green.

#05090F
Background Gradient
#0C3769
Background Gradient
#14447D
Background Solid
#0B821A
Buttons
#119822
Hovers & Icons
#00DA1B
Icons & Outlines


Using a gradient for the background really helped to set things apart, and was much easier on the eyes than a solid black would have been. It also played nicer with this particular color scheme than a dark grey would have. Reversing the gradient for the bottom navigation also gave the app that harmony of colors I tend to look for. The top bar, however, is using a solid color instead, with a slight shadow behind it - this way, it avoids being lost in the main content. The green also proved to be a nice contrast to the blue, standing out just enough to draw a user's eye but not be considered jarring. Best of all, both colors speak to Reel Deal Theater's preference for showing science fiction films.

In addition to those colors, I chose to use Open Sans as my main font, and Raleway for any accents - like the top bar, CTAs, and navigation. I had been using Open Sans for the low-fidelity wireframes, and ended up really liking how clear it looked against the dark background, as well as how uniform the size ended up being as I scaled my fonts accordingly. However, I wanted something a bit more fun and rounded to make clickable parts of the app stand out, and Raleway with its slightly rounded look seemed to fit the bill while still being readable.

Check Out The High-Fidelity Prototype


Navigation
To me, the navigation says a lot about an app, and automatically it will tell me whether I want to use it or not. In a bottom navigation, I look for icons that all match a certain branding pattern and help to inform what a user is tapping on, along with clear labels that are easy to read and descriptive without being long. Admittedly, I did not create any of the icons I used from scratch, but I did look for quite a while to make sure I had ones that would all work together.



For movies, I knew I wanted to use a film reel as the icon, especially with the name of my fictional company being Reel Deal Theater. After a lot of searching, I found this reel icon from Flaticon, which had the outlined look and fun feel I was going for.

I had considered using popcorn for the snacks icon, but unable to find any that would still be recognizable at such a small size, I started thinking about the shapes of various other snack items. In the end, I decided a twisted pretzel icon would be the best match, and was still recognizable as a movie theater snack, even though most theaters have switched to pretzel bites.

Being much more common, there were a plethora of choices available for both locate and account, so I set out to find ones that matched the style of the other icons - thin outlines being the most important component, and round shapes were preferred. In the end, I ended up with this unique map pin icon for locate and this rounded user profile icon for account.

Changes from Low-Fidelity Wireframes
While obviously the high-fidelity designs look very different anyway, there are some very specific changes that were made in response to the feedback received during the usability testing. These changes resulted in not only a slightly different look to a few screens, but also changed the flow of the prototype, resulting in more frames overall, but giving a more realistic feel to the product.

The first change was to the cart. Before, there was a notification appearing at the top of the app when an item had been added to the cart, inspired by Regal Entertainment's beautiful notifications. However, a lot of people wanted to access the cart when it was empty, and not just when there were items in it. This prompted me to add the cart icon to the top bar instead, and also lead to me creating a screen for an empty cart.

BEFORE:



AFTER:



There was also a change made to the snacks screen. Before, popcorn was in its own category, being listed by size. But, this differed from the way fountain drinks were listed, which made the size selection occur on the screen for fountain drinks rather than the main snacks screen. That mistake was addressed by condensing the categories and moving popcorn in with the other snacks.

BEFORE:

AFTER:



However, the largest change was adding the ability to log in during the checkout process, giving users the ability to have their purchase count towards rewards points, apply those rewards points to the purchase, and auto-fill information such as their name and credit card info when proceeding through checkout. Truthfully, this was something that should have been in the low-fidelity wireframes due to the user research I had conducted, but somehow had an oversight on when bringing the wireframes digital. This resulted in an account login screen being created:



This is also the screen I anticipate coming up on the account screen should the user not be logged in, so while not included in the prototype, it would be possible for a user to log in before reaching the checkout process.

Checkout Process
When logged out, the checkout process is much the same as previously, but there is a large prompt to log in at the top of the first check out screen. If this prompt is ignored, then the checkout is performed as a guest. The other main change is to the screen a user sees once they have completed their order. In response by the rather polarizing feedback from users, additional details were added, but they are hidden beneath a drop down interface. The main details have also been cleaned up to better communicate with users.


If the user chooses to log in during the checkout process, the screens they see will basically be the same, but instead of entering information yourself it is already filled in. The user's name, rewards number, and email address is provided, and stored credit card information is available to use (though can be changed). The order confirmation screen will also tell users how many points they are getting from their purchase.



In Conclusion


From initial user research including personas and user journeys, over to competitive audits, all the way through the process of low-fidelity designs and testing, onto high-fidelity designs and prototypes, the app for Reel Deal Theater has come together into a project that any designer could be proud of.

Reception from usability study participants has been positive in general, with multiple compliments on the UX, UI, copywriting, and prototype wiring functionality. If brought to fruition, the app would be considered useful by most people, and would help with the initial goal which is to increase snack sales at the theater.

Theoretical Next Steps
As this is a school project, there are no next steps that will be taken, but I am quite knowledgeable about the shipping process having done it with one other mobile app and a decent handful of websites. The next step would be to hand this part of the design off to the development team, where they can get started working on the screens that have been shown, as well as the process and any logic in the screens themselves (such as with the account login). Stakeholders at the movie theater would need to be consulted to see how feasible it is to send a push notification when an order is ready, as that might require some additional work from their POS system, as well as the logistics surrounding delivery to seat and the placement of the pickup counter.

In conjunction with this, UX design would start on the secondary action for users to take, which is the process of adding movie theater tickets to the cart and checking out. While the checkout process itself would be the same, screens for the movie information and seat selection would need to be designed and tested, and certain aspects of the flow might need to go through user research again before starting as a different process was being looked at before. This would also occur for the locate and account areas of the app, though a handoff to the developer would occur at the end of each stage to keep the project moving.

Additionally, if emails do not already exist from Reel Deal Theater to their customers, another designer would likely be brought in to design the email containing an overview of the purchase and instructions for customers that was mentioned on the order completion screen. This was something users commented on wishing to see during the usability test, and would likely be presented in any future testing.

What I Learned
While designing this mobile app for Reel Deal Theater, I learned a lot about the differences between web design and mobile design. Figma Mirror helped a lot with this, and it was fascinating to see the size and color differences on a real device vs just on my screen as I went through the design process.

I also learned a lot about how a set of users interacts with a mobile app, vs just how I would interact with a mobile app. It’s easy to design something for yourself, but you have to remember that most of the time you're not the target audience. And even if you are, someone else in the target audience will have a very different opinion from you. Overall, I feel like I have become a better designer in the process of putting together the Reel Deal Theater app, and hope to take on more projects like this one in the future.
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