During the discovery phase, in-depth interviews were conducted with stakeholders business to business and business to customer. Ethnographic research and contextual observations were carried out that allowed to understand students behaviors, motivations and pains.
In this phase of data analysis, journeys maps were created that allowed to identify areas of opportunity to relieve pain points, and co-creation sessions were carried out with stakeholders.
The problems identified were in relation to the student and the cafeteria business. The former have limited time between classes which leads them to order fast food wich do not contain the properly nutrients they need to develop cognitively within a school environment.
On the other hand, coffee shop administrators have little or no control over their purchases of ingredients, and sales, poor distribution of their products and work area, as well as flows that increase the waiting time for their customers.
Through ideation sessions, parameters for the development of the MVP were established. Business models were explored and strategies for the development of the project were designed taking into account the impact within the student community and the way to include another revenue incomes thorough services.
Best and worst case scenarios were analyzed, the flow of user experience was developed and the prototype was made according to the requirements established by the MVP and stakeholders sesions. Once developed, we worked on the implementation inside a school cafeteria with a small student population, which allowed us to have control over errors, be able to perform usability tests and detect problems to iterate the product.