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From group-chat chaos to cooking together

Designing a shared cooking experience around different diets, skills and very busy hands

FamCook · Self-initiated product concept

Case study hero image
Project
Self-initiated concept
Role
Product Designer / UX Researcher
Timeline
3 months
Methods
User interviews · Competitive analysis · Journey mapping · Prioritisation · Wireframing · Prototyping · Usability testing · Interaction design · Visual design

Cooking together sounds simple.

Pick a recipe. Buy some ingredients. Cook. Eat.

Add eight friends, three dietary requirements, different cooking abilities and a group chat where nobody answers the actual question, and suddenly dinner starts looking suspiciously like project management.

FamCook is a self-initiated concept exploring how digital products could make planning and cooking a shared meal easier — without taking the social part out of it.

The challenge became:

How might we reduce the coordination around cooking together, so people can spend more time actually enjoying it?


The 30-second version

Problem

Cooking together creates coordination work before anyone even reaches the kitchen: agreeing on dishes, accommodating dietary needs, planning ingredients and understanding who can do what.

Research insight

Most of the friction participants described happened before cooking, while the problems during cooking were more about attention, coordination and differing levels of confidence.

Product decision

Rather than building a giant cooking super-app, I focused FamCook around a shared meal plan that connects decision-making, preparation and cooking.

What testing changed

Testing pushed me to reduce navigation, simplify the meal plan and rethink how information should be presented when users are actively cooking.

Biggest lesson

The hardest part of this project wasn't generating ideas.

It was deciding what not to build.


Cooking was only half the problem

I started by interviewing five people about how they cooked with partners, housemates, family members and groups of friends.

The conversations uncovered problems throughout the journey.

Before cooking

People had to:

remember everyone's dietary requirements, agree on dishes, share ideas, buy the right ingredients, and coordinate the plan.

During cooking

Different skill levels became more noticeable.

Tasks were forgotten.

People worked at different speeds.

And when several dishes were happening simultaneously, the kitchen could become stressful surprisingly quickly.

Afterwards

Even dinner wasn't quite the end.

There might still be payment and cleanup to organise.

The initial research gave me plenty of potential problems.

Possibly too many.


The first real design challenge

I had enough ideas to build five different apps

My early exploration generated several possible directions.

A dietary profile

A reusable profile containing allergies, preferences and dietary requirements.

A recipe generator

Recommend meals based on the group, occasion, ingredients and restrictions.

A meal-planning space

Help people propose dishes, discuss options and organise preparation.

A live co-cooking experience

Coordinate people while multiple dishes are being prepared.

All of them could solve genuine problems.

Trying to build all of them would solve another problem:

how to create a very bloated product.

So I evaluated the directions based on the research, usefulness across different cooking situations and feasibility within the project.

I chose to concentrate on:

Shared planning + communication + coordinated cooking

because it addressed several of the highest-frequency problems without requiring FamCook to become a recipe platform, social network and kitchen operating system simultaneously.


Decision 01

Don't build another group chat

At first, communication looked like an obvious feature.

People already organise meals through WhatsApp, Messenger and other group chats.

So simply putting chat inside FamCook wouldn't create much value.

The real problem was that important decisions disappear inside conversation.

Someone suggests lasagne.

Someone else says they're dairy-free.

Three messages later somebody sends a meme.

By tomorrow nobody remembers whether lasagne was actually agreed.

So I designed the shared meal plan as the persistent layer above conversation.

Instead of forcing users to search through messages, key information could stay visible:

What are we making?

What still needs deciding?

What do we need to buy?

Who's doing what?

Conversation could support decisions without becoming the place where those decisions were stored.

The shared meal plan sits pinned above the conversation as a persistent layer — what's been decided, what's still open, and what to buy stay visible without digging back through messages to find them.


Decision 02

Treat dietary information as group context, not someone's problem to remember

Dietary requirements were one of the clearest planning frustrations from the interviews.

In real life, responsibility often falls on one organiser:

"Was Sam vegetarian or vegan?"

"Who couldn't have nuts?"

"Can everyone eat this?"

I didn't want the product to rely on one person's memory.

FamCook therefore explored ways for dietary preferences and restrictions to become shared context for the meal.

That information could influence the dishes being considered and help the group spot conflicts earlier — before ingredients had been purchased or cooking had started.

The goal wasn't to replace proper allergen checking.

It was to reduce avoidable coordination mistakes.


Decision 03

Help the group decide without forcing them to start with a recipe

Another problem surfaced around the question:

"What should we cook?"

Sometimes people know exactly what they want.

Sometimes the conversation is:

"Something comforting?"

"Maybe Asian?"

"Not spicy."

"I've got mushrooms."

A traditional recipe search assumes the user already knows what they're looking for.

I explored several lower-effort inspiration entry points:

Mood

What kind of food do we feel like eating?

Occasion

What are we cooking for?

Snap

What ingredients do we already have?

The idea wasn't to create another giant recipe catalogue.

It was to help a group move from vague intention → viable meal idea with less negotiation.


Decision 04

Designing for someone holding a spatula is different

The context changed dramatically once cooking started.

Users aren't calmly sitting at a desk.

They're reading instructions, handling ingredients, watching pans, talking to other people, moving around the kitchen, and possibly wondering why the rice is burning.

That made attention one of the most important design constraints.

Anything requiring precise taps, repeated scrolling or dense reading became more expensive during cooking.

So I started treating the cooking interface as a different mode of use.

Bigger priorities.

Less information at once.

Clearer hierarchy.

Fewer interactions.

I also considered hands-free interaction and voice controls because the problem isn't merely accessibility in the traditional sense.

Sometimes the user literally has chicken on their hands.

Bigger priorities, less information at once, and a clearer hierarchy — designed for someone who's reading instructions, watching a pan, and possibly holding a knife, all at the same time.


Decision 05

One screen beat two

My initial co-cooking interface divided information across a split-screen experience.

On paper, it allowed more information to remain visible.

During testing, however, the extra information increased complexity.

So I changed the experience to a single-screen cooking view.

Instead of maximising how much information was available, I prioritised what users needed right now.

This became an important lesson in contextual interface design:

Information can be useful and still not deserve to be visible.

When someone's attention is already divided, simplicity isn't just aesthetic.

It's functional.


Testing the first model

I tested the low-fidelity prototype with four participants.

The sessions highlighted several areas where my first assumptions weren't working.

Among the changes:

Navigation became more visible

I replaced the hamburger-style navigation with more immediately accessible entry points.

The meal plan became simpler

I removed the calendar because it added visual complexity without enough value.

Cooking became more focused

The split-screen approach became a single-screen interface.

Inspiration became more flexible

I expanded the ways users could discover dishes around mood and flavour rather than relying on conventional search alone.

These weren't isolated UI tweaks.

Together, they pushed the product towards lower cognitive effort.


Then I got uncomfortable feedback

I presented the next iteration to eight design mentors through ADPList.

A recurring piece of feedback was difficult but useful:

The concept worked better than the interface.

The product was functional, but the mobile experience lacked consistency and didn't always follow familiar interaction patterns.

My first instinct as a new designer had been to invent.

That feedback reminded me that originality isn't automatically usability.

So I revisited the design system, component behaviour, hierarchy and established mobile patterns.

The goal became:

Innovate where the problem requires innovation.

Use familiar patterns everywhere else.


Decision 06

Don't make onboarding interrogate the user

My early onboarding asked for information including budget.

But after reconsidering what FamCook actually needed to create a useful group-cooking experience, budget wasn't one of the strongest inputs.

Cooking confidence was.

Knowing whether someone was comfortable cooking independently or needed more guidance could influence how tasks and instructions were presented later.

So I replaced lower-value questions with information that could actually shape the experience.

I also allowed people to finish profile details later rather than requiring everything upfront.

The principle was:

If I'm asking the user for data, I should know what I'm going to do with it.

The final onboarding step asks about cooking confidence instead of budget — information that could actually shape how tasks and instructions are presented later, rather than a question with no clear downstream use.


The final concept

FamCook became a connected experience across three stages.

01 — Plan together

Create a meal, invite people, understand dietary needs and turn suggestions into agreed dishes.

02 — Prepare together

Organise ingredients and responsibilities so everyone understands what needs to happen.

03 — Cook together

Present the information people need in a simpler, lower-attention interface while the meal is actually being prepared.

The product doesn't try to replace conversation.

It provides structure around the parts of conversation that need to turn into action.


What did I actually validate?

FamCook was a concept project rather than a launched product.

So I don't have production data showing increased retention, engagement or successful group meals.

What I did validate was the usability and direction of the interaction model.

Research helped identify where people experienced coordination friction.

Prototype testing revealed where my first solution introduced new friction.

And feedback led to meaningful changes in navigation, information density, interaction patterns and the cooking interface.

That distinction matters.

Prototype testing can tell me whether people understand and can use the experience.

It cannot tell me whether FamCook would become a successful product.


If FamCook were shipped, what would success mean?

I wouldn't use general app engagement as the primary measure.

The product exists to help groups successfully organise and cook meals.

So I would start with a behavioural outcome such as:

Shared meals successfully completed

A meal that progresses from planning into an agreed plan and completed cooking session.

I would then examine:

Plan completion

How often does a newly created meal reach an agreed set of dishes?

Decision time

How long does it take a group to move from invitation to an agreed meal?

Dietary-conflict resolution

How often are incompatible dish choices identified before the group reaches preparation?

Cooking-task completion

Can groups successfully understand and complete assigned tasks during cooking?

Repeat group cooking

Do groups choose to use FamCook again for another shared meal?

The important thing isn't whether users spend more time inside FamCook.

It's whether FamCook helps them spend better time together outside it.


What I wouldn't build yet

My original project generated ideas around:

AI recipe generation, voice control, social discovery, profiles, wearables, ingredient recognition, personalised recommendations, payments, and deeper accessibility features.

Some may eventually be valuable.

But before adding them, I'd validate one much more fundamental behaviour:

Will groups actually use a shared meal plan instead of continuing to organise everything through their existing chat?

If the answer is no, more features won't rescue the concept.

I would test that assumption before significantly expanding the product.


What I learned

Prioritisation is design.

This was one of my earliest product-design projects, and my biggest mistake initially was believing that discovering more user problems meant I needed to design more solutions.

Research gave me dozens of directions.

The better product wasn't the one containing all of them.

It was the one where the features reinforced the same core behaviour.


Design for the context, not just the screen.

FamCook also taught me to think differently about mobile interaction.

A screen used while planning dinner on the sofa and a screen used while stirring a pan might run on the same phone.

They don't have the same UX requirements.

The user's physical environment, attention and ability to interact are part of the interface.


Collaboration products need shared truth

The communication problem wasn't a lack of messages.

People already had plenty of ways to message each other.

The problem was turning those conversations into something everyone could understand and act on.

That insight became the most transferable lesson from the project:

When many people are coordinating one outcome, good UX isn't just communication.

It's creating a shared understanding of what happens next.

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