The Wrinkly Pea

UX Research

Project scope:

Client: The user story - UX Agency &

John Innes Centre - Research Institute

Timeframe: 12 weeks

My Role: UX Researcher

Team: Lilly Addison as Graphic Designer

Methods:

  • Data analysis

  • Competitor Research

  • Generative Research

  • Focus Groups

  • Discovery Interviews

  • Guerrilla testing

  • Behaviour Survey

Tools:

  • Figma

  • Miro

  • Adobe Illustrator

  • Adobe Photoshop

  • Microsoft Word

  • Teams

Overview:

Use UX Research Methodologies to develop and validate a communication strategy and branding, for a unique pea snack with potential medical benefits.

Profile Skills:

  • Handling customer and clients: Done with a clear presentation of my rationale, through the communication with the Stakeholders beforehand and the way I answered questions that followed.

  • Teamwork: I thrive in a team environment. With excellent communication skills, I value being a dedicated team member, who enjoys working closely with others and independently.

  • Interpreting a brief: A solid example of how I pulled the brief apart to fully understand the problem.

  • Showing attention to detail: Using in depth research to communicate our findings and recommended improvements.

  • Client-side marketing and innovation skills.

  • Took part in a large project proposal, understood it, built on it as a team and moved the thinking forward.

  • Finding effective and validated user experience solutions.

  • Researchers at NRP are developing a specific type of wrinkly pea with high amylose starch that will help people to prevent, manage and potentially even to reverse type 2 diabetes.

    • Help understand and define likely consumers for the product.

    • Prioritise multiple first-draft design/brand routes in line with consumer feedback.

    • Generate insights and validate assumptions.

    • Promote successful commercialisation of the product and its supporting science.

  • This was a professional experience live brief project, completed during my last semester of my Bachelor of Science in User Experience Design.

Discover - Insights into the problem

Methodologies 01. Data analysis

The User Story provided existing consumer research, which included:

  • A 500-person survey to compare findings vs assumptions on current designs.

  • Focus group report

The process

The survey asked consumers’ opinions on their current designs,
product names and product descriptions.

Data analysis and objectives:

  • Differences age demographic

  • Consumer behaviour: Lifestyle and buying habits.

  • Consumer motivations: Snack priorities and buying intentions.

  • Consumer opinions concerning design preferences, market, TOV,
    product names and product description.

Methodologies 02.

Competitor Research + Reviews

Brand development considerations to further develop the brand identity of the product, along with a marketing strategy based on the research, which includes:

  • Strengths

  • Weaknesses

  • Opportunities

  • Threats

Define - The areas to focus on

Methodologies 03.
Generative Research

Stakeholder Interviews & goals:

  • Bridge the gap between science and snack

  • Understand the Pea Market

  • Understand the impulse buy market

  • Cost - how much consumers are willing to pay

  • Demographic differences - the ideal market

  • Desired flavours

  • Explore co-branding opportunities

Insights on:

  • Initial reactions

  • Consumer behaviour

  • Packaging preferences

  • Competitors

  • Alternative names

Focus Group Objectives

To Discuss/Investigate:

  • Consumer Behaviour

  • Consumer Motivations

  • Branding Preferences

  • Potential Names

Methodologies 04.

Focus group on current design

Who were they?

The participants chosen were:

  • Baby Boomer Generation

  • Generation Z

  • Majority work full time

  • One is a student

  • Generation Z participants are not health conscious.

  • The Baby boomer generation participants were satisfied with their health, but keen to improve.

Methodologies 05.

Discovery Interviews on current designs

Who were they?

The participants chosen were:

  • Generation Z participants

  • Full-time workers

  • Participants were satisfied with their health but keen to improve.

  • All are physically active and have identical snack priorities.
    Them being TASTE and high in protein.

Methodologies 06.

Consumer Behaviour Survey

The process:

  • A total of 21 participants

  • Online survey

Objectives:

  • Understanding the possible target markets

  • Understanding impulse buy behaviours

  • Understand consumer buying habits.

  • Understand how people find products for the first time - the customer journey.

  • Snack Prices

Develop -
Potential Solutions

Methodologies 07.
Guerilla testing

Guerilla testing has the added advantage where the consumer can interact with the physical product, and even taste the product.

Overall the illustrative design was liked the most, due to its originality and bold designs.

Methodologies 08.

Packaging exploration

The graphic designer produced an improved second set of designs after a previous focus group, therefore ready to test with users.

  • Purchase Intent

  • Likes/dislikes

  • Uniqueness

  • Engagement (Image/Affinity)

  • Shelf Impact - Visual Search Test

Design Implementations from focus groups


Focus group insights and design recommendations for the graphic designer:

  • Experiment with a portrait orientation of the packaging and logos to communicate a food product.

  • Experiment with other design processes e.g. Photography. To communicate what the product is.

User needs:

  1. Clear and build nutritional values on the front of the packaging

  2. Users to be able to scan products and know what it is.

  3. Show off the product using images.

Defined target markets


So we have got two clear distinct markets:

  • The younger and older demographic.

  • Within both, you have the physically active looking for healthy snacks, and then you have the consumers who are trying to be healthier and are looking for new healthy alternatives.

Deliver Solutions - Final Designs

Methodologies 09.