Part 1
Solution
Problem
Discovery
Strategy
Validation
Part 2
Intranet
Insights
Direction
Changes
Reflection

LastBite

82% of UBC students waste groceries they never got around to cooking. I designed LastBite, a food-sharing app that turns one-time actions into lasting habits through gamification and bite-sized lessons.

A food-sharing app for UBC students — redesigned a year later after asking the harder question.

Team

4 UX Designers

Type

UX Course

Solo Redesign

Year

Phase 1: Jan–Apr 2023

Phase 2: Nov 2024

KEY METRICS

83%

of usability participants preferred card-based lessons over list view.

5/6

participants completed the sharing flow faster after hierarchy restructure.

26

students across 2 research phases, surveys and interviews combined.

SOLUTION

From a handoff to a habit loop.

The original design solved one moment: getting a near-expiring item to a neighbour. The redesign built a system that gives students a reason to open the app even when their fridge is fine. Three features work together to turn a single action into a returning behaviour.

The original design solved one moment: getting a near-expiring item to a neighbour. The redesign built a system that gives students a reason to open the app even when their fridge is fine. Three features work together to turn a single action into a returning behaviour.

Hyper-local sharing

List a near-expiring item in under a minute. Connects students within the same dorm or nearby building, close enough that pickup actually happens.

Gamified virtual fridge

Every action (listing, picking up, completing a lesson) earns coins. Coins unlock fridge decorations or real food coupons. The fridge is a persistent, visible record of impact that gives students something to return to outside of the sharing moment.

Swipeable lessons

Five-minute cards on food safety, storage, and expiry dates. Bite-sized and self-directed so students explore topics in any order without feeling like they are working through a syllabus.

PROBLEM

Students care about food waste. Caring has not changed what they do.

In our survey of 18 UBC students, 82% reported throwing away groceries at least once in the past two weeks.

Food waste on campus is a knowledge problem as much as a convenience one. Students toss food they are unsure about, skip community fridges that are too far away, and tell themselves they will meal prep next week. Guilt is present. Behaviour change is not.

Too busy to cook

Assignments push meal prep off the list. Even quick recipes feel like one more thing to manage.

The "just-to-be-safe" toss

Without food safety knowledge, anything slightly off gets thrown out. Uncertainty defaults to waste.

Inconvenient sharing

Community fridges exist but with limited hours and are too far from dorms to use when you are already in a rush.

These were the problems we designed around in Phase 1. They were real but they were not the whole picture.

Phase 1

PHASE 1 SNIPPETS

We built the right thing for the wrong frame.

In a UX/design course, I worked with a team of four to research food waste at UBC. Students told us they were open to sharing near-expiring groceries with neighbours. They just had no easy way to do it. So we designed a hyper-local marketplace: list an item, a neighbour picks it up, waste avoided.

The logic held up. The prototype worked. But we had designed for a single moment and never asked what pulls someone back after it is done.

Phase 2
DISCOVERY

Coming back a year later, I asked the question we skipped the first time

I returned to LastBite alone in November 2024, not to polish the UI, but to ask whether the original solution would have retained users. I ran 18 surveys through UBC student communities on social media, followed by 6 in-depth interviews with students who matched the original target profile: living on campus, cooking for themselves, already aware that food waste was a problem.

The pattern was consistent. Students who tried food-sharing tools used them once. Not because the tools were broken, but because there was no loop to return to. The need only arose when food was already expiring. Outside that moment, the app had nothing to offer.

I only really think about food going bad when it's already going bad

KEY INSIGHT · PHASE 2

The app had no reason to exist between emergencies.

In interviews, students described their relationship with food-related apps the same way: downloaded once, forgotten within a week. Not because the experience was bad, but because nothing pulled them back between moments of urgency. The need only surfaced when food was already going bad. Outside that window, there was no reason to open anything. We had designed for a moment. The gap was everything in between.

That single insight reframed everything. The problem was never just friction. It was the absence of a loop.

REFRAME

Convenience was not the barrier. Habit was.

The original design solved for friction and made sharing easier. But ease was not why students did not return. They did not return because there was no loop to come back to. The design question shifted from "how do we make sharing easier" to "how do we make reducing food waste something students want to keep doing."

That meant building a retention loop, not just a better flow.

Old User Flow

List a grocery item or Browse grocery item they need

Complete a grocery pick up near them

DROP-OFF

User’s need is fulfilled.

No motivation to return to the app

User abandons app

New User Flow

List a grocery item or Browse grocery item they need

Complete a grocery pick up near them

Earn coin rewards

Action rewarded immediately

Complete a quick lesson

Lessons about food waste, food safety, and meal prep.

Returns regularly

Habit forms over time

ITERATIONS

Every decision came from something a user said or did.

  1. Cards over lists, decided by testing not assumption.

The first version of the lessons feature used a scrollable list. One participant said it plainly during usability testing: "Wow, seems like a LOT I need to learn." The list framed learning as a backlog. I tested two versions with 6 participants and 5 of 6 preferred cards, not because they looked better, but because they felt low-commitment and self-directed. Students could explore in any order without a sense of a queue to clear.

  1. Gamification tied to real actions, not arbitrary points.

Coins are only earned through meaningful actions: completing a share, finishing a lesson, correctly identifying whether a food item is safe. The virtual fridge is a persistent, visible record of impact that gives students something to return to even when their fridge is full.

📌 Strengthen if possible

If you have notes on why you chose a virtual fridge over badges, streaks, or leaderboards, add one sentence here. The reasoning behind the metaphor makes this more defensible than just showing it.

  1. Fixing the invisible button.

Think-aloud testing revealed that 3 of 6 participants could not find the "Request pick-up" button. The listing screen had too much content at equal visual weight so the primary action was buried. Restructuring the hierarchy resolved the confusion. Participants described the updated screen as immediately clearer without being able to say exactly what had changed.

DESIGN SYSTEM & VISUAL IDENTITY

Built to support gamification and speed up iterations.

15 reusable components and a set of custom illustrations, built to handle the playful-functional balance the redesign required. The system made it possible to maintain visual consistency across 40+ screens without rebuilding from scratch between iterations.

End

REFLECTION

The redesign taught me to question solutions.

Metrics make decisions defensible.

Tying every navigation decision to a measurable outcome (support volume, find time, duplicate pages) kept iterations focused and made rationale clearer to stakeholders. Good UI isn't just when users seem happier. It's when something shifts.

Early feedback skews toward whoever is closest to the system.

Admins gave fast, useful feedback, but their mental model wasn't the end user's. Tree testing without UI helped me hear from the structure itself. Expanding to end users during the intranet phase surfaced problems I wouldn't have caught otherwise.

Ship something that scales, not a one-time fix.

The content blueprint means future pages have a home before they're created. That's the difference between a redesign and a system.

Designed & Built • 2026