Starbucks

This project started as part of the Google UX Design course on Coursera. The prompt was to design an app for ordering drinks, and I used the Starbucks app as a base. It is an app I use often and one that I felt would be fun to improve based on my personal tastes.

Role: Product Design

Tools: Figma

Timeline: 2023

The goal was to make the app feel more modern, consistent, and easier to browse. The work focused on the home screen, menu layout, and a few small improvements to the user experience.

The goal was to make the app feel more modern, consistent, and easier to browse. The work focused on the home screen, menu layout, and a few small improvements to the user experience.

The goal was to make the app feel more modern, consistent, and easier to browse. The work focused on the home screen, menu layout, and a few small improvements to the user experience.

The Challenge

The Starbucks app is familiar and well designed, but when I was new to the app, finding drinks often felt difficult or daunting. The menu uses a long list view with small thumbnails, which made browsing slow and repetitive.

I wanted to make the experience more visual and direct. The aim was to help users find what they want faster, while keeping the interface simple and familiar.

The Challenge

The Starbucks app is familiar and well designed, but when I was new to the app, finding drinks often felt difficult or daunting. The menu uses a long list view with small thumbnails, which made browsing slow and repetitive.

I wanted to make the experience more visual and direct. The aim was to help users find what they want faster, while keeping the interface simple and familiar.

The Challenge

The Starbucks app is familiar and well designed, but when I was new to the app, finding drinks often felt difficult or daunting. The menu uses a long list view with small thumbnails, which made browsing slow and repetitive.

I wanted to make the experience more visual and direct. The aim was to help users find what they want faster, while keeping the interface simple and familiar.

Approach

I started with sketches on paper, following the design process from the course. I spoke with friends, family, and a few Starbucks employees about how they use the current app. A few users raised how the app felt dated and that it could be slow to scroll through the menu

Based on this feedback, I created wireframes and went through two design iterations in Figma. I focused on reorganizing the menu, improving search, and creating small moments that improved the overall experience.

Approach

I started with sketches on paper, following the design process from the course. I spoke with friends, family, and a few Starbucks employees about how they use the current app. A few users raised how the app felt dated and that it could be slow to scroll through the menu

Based on this feedback, I created wireframes and went through two design iterations in Figma. I focused on reorganizing the menu, improving search, and creating small moments that improved the overall experience.

Approach

I started with sketches on paper, following the design process from the course. I spoke with friends, family, and a few Starbucks employees about how they use the current app. A few users raised how the app felt dated and that it could be slow to scroll through the menu

Based on this feedback, I created wireframes and went through two design iterations in Figma. I focused on reorganizing the menu, improving search, and creating small moments that improved the overall experience.

Concept shown in use. The design is meant to feel calm and familiar, keeping the focus on clarity and ease of navigation.

Design Decisions

The menu was redesigned from a single list into a two-column grid of larger, photo-based tiles. Each tile shows the drink image and name, making it easier to browse and compare options. The layout reduces scrolling and gives the interface more breathing room.

A search bar was added to the top of the menu, allowing users to find drinks by name or category. It keeps the experience fast for returning users who already know what they want.

A small widget shows either the status of the current order or what song is playing in the store. It adds a light layer of context and connection without interrupting the main flow.

The interface uses a cleaner color palette, simplified typography, and consistent spacing. The goal was not to change the Starbucks brand but to make the app feel calm and unified across screens.

Design Decisions

The menu was redesigned from a single list into a two-column grid of larger, photo-based tiles. Each tile shows the drink image and name, making it easier to browse and compare options. The layout reduces scrolling and gives the interface more breathing room.

A search bar was added to the top of the menu, allowing users to find drinks by name or category. It keeps the experience fast for returning users who already know what they want.

A small widget shows either the status of the current order or what song is playing in the store. It adds a light layer of context and connection without interrupting the main flow.

The interface uses a cleaner color palette, simplified typography, and consistent spacing. The goal was not to change the Starbucks brand but to make the app feel calm and unified across screens.

Design Decisions

The menu was redesigned from a single list into a two-column grid of larger, photo-based tiles. Each tile shows the drink image and name, making it easier to browse and compare options. The layout reduces scrolling and gives the interface more breathing room.

A search bar was added to the top of the menu, allowing users to find drinks by name or category. It keeps the experience fast for returning users who already know what they want.

A small widget shows either the status of the current order or what song is playing in the store. It adds a light layer of context and connection without interrupting the main flow.

The interface uses a cleaner color palette, simplified typography, and consistent spacing. The goal was not to change the Starbucks brand but to make the app feel calm and unified across screens.

The home screen keeps the layout simple and balanced. Key actions like ordering and rewards are placed where they are easy to reach without adding visual noise.
A small widget shows the status of an active order or what song is playing in the store. It adds context while keeping the interface focused.
The menu uses a two-column grid with larger images. It helps users browse drinks quickly without scrolling through long lists.
Search allows users to find drinks by name or category. It reduces the number of taps needed to reach a familiar order.
The order menu is reorganized with more white space and clearer grouping of information.
Components built in Figma. This was my first time creating and reusing components, which made updates and iterations much faster.

Impact

This was a concept project, but the feedback from friends, family, and a few Starbucks employees was positive. They found the menu easier to browse and said the interface felt lighter and more consistent.

The project was a useful reminder that small design choices can make a familiar experience feel simpler and more enjoyable.

Impact

This was a concept project, but the feedback from friends, family, and a few Starbucks employees was positive. They found the menu easier to browse and said the interface felt lighter and more consistent.

The project was a useful reminder that small design choices can make a familiar experience feel simpler and more enjoyable.

Impact

This was a concept project, but the feedback from friends, family, and a few Starbucks employees was positive. They found the menu easier to browse and said the interface felt lighter and more consistent.

The project was a useful reminder that small design choices can make a familiar experience feel simpler and more enjoyable.

Reflection

This was one of my first design projects and the most difficult part was research. Talking to users and turning what they said into a clear design improvement took more time and focus than I expected.

It showed me how even small adjustments in structure or layout can make an experience easier to use. It also reminded me that design is as much about listening and editing as it is about creating something new.

Reflection

This was one of my first design projects and the most difficult part was research. Talking to users and turning what they said into a clear design improvement took more time and focus than I expected.

It showed me how even small adjustments in structure or layout can make an experience easier to use. It also reminded me that design is as much about listening and editing as it is about creating something new.

Reflection

This was one of my first design projects and the most difficult part was research. Talking to users and turning what they said into a clear design improvement took more time and focus than I expected.

It showed me how even small adjustments in structure or layout can make an experience easier to use. It also reminded me that design is as much about listening and editing as it is about creating something new.

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