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Rescue on both sides

A concept that connects stores and cafés with nearby shoppers before the day ends and the food goes in the bin. On one side is a person looking for cheaper fresh food; on the other, a store that needs to post an offer faster than it takes to write a social media update.

The Rescue home page at desktop width: a map of nearby offers, the headline, and the four steps of how it works

1440px / site

The app home screen: a map with three offer pins and prices, a search field, a list showing the store, the distance and the old and new price, and four tabs at the bottom

402px / app

PROJECT OVERVIEW

THE PROBLEM

Latvian stores throw away food that is still good every day, because there is no simple tool that tells nearby people in time that it exists. On the other side, families and students are looking for cheaper fresh food. In none of the products I audited are the two sides connected in real time.

THE GOAL

An app and a site where a shopper finds and reserves the nearest offer in a few taps, and a store posts its own offer in four fields. One product that serves both sides without turning either of them into an afterthought.

MY ROLE

The competitive audit, research and personas, user journey maps, wireframes and mockups for both interfaces - the mobile app and the site at both widths - and the usability study.

WHAT THE RESEARCH CHANGED

I started with a competitive audit: three direct competitors - Too Good To Go, Olio and Paēdušai Latvijai - and one indirect, the Rimi app. I assessed accessibility, functionality and usability. The result was clearer than I expected: at the time of the audit the two strongest were not available in Latvia, and none of the rest offered rescue in real time.

That meant the design would not have to fight an established habit. But it also meant something else: there was nobody to borrow interface solutions from, so every screen had to be argued for from scratch.

TWO SIDES, ONE PRODUCT

A shopper and a store manager want opposite things from the same product, and they open it at different moments on different devices. The shopper is looking at a phone while walking past, with minutes to spare. The manager is at a computer behind the counter, where publishing must not eat the time the shop floor needs.

SHOPPERS The site page for shoppers: the headline, four steps from finding an offer to picking it up in store, and three figures about food rescued, partner stores and users
// the shopper page - four steps and three figures
STORES The same site, the page for stores: a headline about surplus as recovered revenue, a list of benefits and a button to sign up
the same site, a different audience - benefits and a call to join

WIREFRAMES BEFORE COLOUR

The wireframes are in Figma, with no colour and no photography on purpose: while the screen is grey, the only thing left to argue about is the order and the number of steps. This is the stage where it was decided how many screens sit between seeing an offer and reserving it.

WIREFRAMES Low-fidelity wireframes of the app: three onboarding screens, log in, the map with the offer list, the product screen, the confirmation and the profile
// app wireframes - eight screens, one flow, zero colours
WIREFRAMES Wireframes of the site: four pages in the wide variant on top and the same pages in the narrow variant below, with the menu behind a button
// site wireframes - every page in the wide and the narrow variant at once
WIREFRAME The product screen as a wireframe: a rectangle where the photo goes, fields for price, quantity and pickup window, and a grey reserve button
// the wireframe - the order was decided here, not the look
MOCKUP The same product screen as a finished mockup: the photo with an availability tag, the name, the store and distance, the old and new price, the remaining quantity, the pickup window and a green reserve button
the same screen, the same order, colour added

USABILITY STUDY

The study had one question: does a person know what will happen before they tap. The answer was no, and the place where that showed up was the very first thing anyone sees in the app.

One button, three different meanings

WHAT PARTICIPANTS DID

All three onboarding screens had a button reading "get started". Participants hesitated before tapping, because they could not tell whether it would move to the next screen or already begin registration.

WHY IT HAPPENED

The same label on three buttons that do two different things. It was clear to me only because I knew which one was last. The user does not know that, and the dots at the bottom do not say it clearly enough.

fix: the button on the last screen became "create account" in the brand green. The first two remain transitions, the last one is an action, and the label now says so.

BEFORE The last onboarding screen before testing: a button labelled get started, identical to the one on both previous screens
// the third identical button in a row - this is where participants stopped
AFTER The same screen after testing: a green button labelled create account, different from the buttons on the previous screens
the same screen, a different label and a different colour
HI-FI High-fidelity mockups: onboarding, log in, the map of offers, the product screen, the confirmation with the pickup code, and the profile
// the finished mockups - the same flow as the wireframes, with the testing change inside

ACCESSIBILITY

A product whose whole point is cheaper food cannot be usable only by people with a new phone and good eyesight. That meant two constraints were in place before the palette and the typefaces were chosen.

WHAT I TOOK FROM IT

IMPACT

Rescue fills a gap that none of the products I audited fills. It is built for both sides at once: the shopper looking for cheaper food and the store that would otherwise throw it away. This project showed me that a good cause and a viable product are not two separate things.

WHAT I LEARNED

The competitive audit set the direction for everything else, and it happened before the first wireframe. The second lesson is about the system: colours and text steps decided early are, in four weeks, the difference between finished and almost finished.

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