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JACK
TOLLMAN
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POCKET PANTRY

A mobile app designed to enhance the efficiency of the American University food pantry experience.

Pocket Pantry
Education Application

Modernizing the Food Pantry Experience at American University

Role
User Research
Interaction Design
Visual Design
Prototyping
Team
Jack Tollman, Rebecca Sakagucci, Izzy Capodanno
Year
2020
Pocket Pantry aims to help those suffering from food insecurities at American University. An on campus study estimated that up to 18% of students had inadequate food supply three to four times a semester. To combat this American University created their own food pantry called, The Market. Located at an on campus residence hall, users are encouraged to select the food items they need from the shelves, with no restrictions but consideration for others.

Pocket Pantry

Overview

A mobile app designed to enhance the efficiency of the American University food pantry experience.

Role

User Research, Interaction, Visual design, Prototyping & testing
The Market: American University's Food Pantry

MISSION

Pocket Pantry’s mission is to improve communication between admin and users by creating a space that allows students to receive up-to-date updates on the food pantry stock.
Feature 1

Inventory

A complete inventory of items stocked in the pantry
Feature 2

Edit stock levels

Edit the amount of items you’re taking out and how many are left in stock
Feature 3

Set notifications

Receive notifications on items being restocked or low on supply
Feature 4

Quick search

Quickly search for items using the barcode scanner

1. SIGN IN

– Students log in with their school email
– Inside or Outside of the Market

2. SEARCH

3 Main Ways to Search for Items
– Keyboard search
– Voice activated search
– Bar code scanner

3. STOCK

– Add stock to basket
– Receive updates when restocked
– Change the stock level.

4. CHECKOUT

– Review and edit cart
– Write note to staff

DESIGN
APPROACH

A number of interviews, site visits and surveys were part of the initial study. This research helped to build a wide sense of our users pain points that made it possible for us to construct personas. Understanding the users allowed us to consider the core needs for Pocket Pantry.

USER
TESTING

Using a paper prototype of our app, we sat down with six people over the course of two days to walk through our app. Some important things we learned was to; communicate more clearly the crowdsourcing components, users inability to reserve food via the app and to understand if you are inside or outside of the pantry.
Paper Prototype User Testing

FINAL
PRODUCT

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