Destination Dinnertime Kids!

CLIENT: Destination Dinnertime Kids! – Fictional purveyor of pre-portioned boxed dinner deliveries. Class project (4) at UXDI at General Assembly, Boston

OBJECTIVE:  The project task was to determine an unmet business need in a luxury kitchen provision retail shop and build an e-commerce site for a fictional business addressing the discovery.

SOLUTION: A gamified app for 9-14 year old primary user allowing them to select (and purchase with adult) pre-portioned boxed dinners to cook at home. 

CHALLENGE: Working with children is both challenging & fun. They're direct & honest. Getting access to them can be difficult – obviously parents are protective of minors. 

TEAM: Myself

DURATION:  2 weeks

MY ROLE: User research, Lo-Fidelity Annotated Sketches, Storyboard, Competitive Analysis, High-Fidelity Mockups & Prototype, UI Design, Presentation 




    • Surveyed 9-14 year old boys and girls asking questions regarding their preferences on cooking, apps, websites, books, videos, social media & tv shows.

    • Getting access to children was a challenge. Parents are very protective.

    • Established trust and introduced to network of willing & helpful participants

    • One-on-one interviews proved most helpful. Was able to study participants interacting with features & games on iPad. They provided me with insights on their preferences.

"colorful colors but not too cheesy"

"I like always having something to look forward to"


This involved analyzing existing business that offer pre-portioned, boxed dinner delivery service, "surprise" subscription based international boxed delivery of random ingredients, businesses that use a reward system and popular gaming apps for children.

My research led me to my problem statement for the primary user:

"As a 9-14 year old child I want to be able to choose a customized cooking kit so that I can have fun cooking in the kitchen with an adult."

...and the secondary user:

"As a busy working parent I want to purchase a healthy yet kid-friendly customized cooking kit so that I can connect with my child through shared kitchen experiences."


Here's where the designer asks: Exactly how will the primary user utilize this app? As I started to create my user flow  it brought up many questions.

What about onboarding? - Wouldn't it be great if the child created an avatar that he/she would use in their passport? They could collect stamps as they visited different countries. There could be an additional feature of trivia. Once you place your order you receive a code to unlock all the gamifying features related to your recipe's country of origin. Next steps for sure.

I created 3 primary user personas to try and determine which features would be most useful and interesting to each.

The clickable storyboard below illustrates the benefits of using the app through both perspectives of the primary and secondary users.







• Project would rely heavily on illustration and animation in its transition to various screen environments.

• Detailed sketches more effective than wireframes.

• Annotating and freehand sketching on paper allowed for quick notes and changes

• Paper prototype proved to be easier for my test subjects to understand

• Moved to high fidelity mockups based on user testing results

This infographic details the user interaction of the app. Below is a clickable prototype built in Invision although the features would be better demonstrated with animation and gestures to navigate through screens. I'm currently exploring the possibilities in Axure. Click on the image to the right or on the individual screens below for an enlarged version.

Check out the prototype!