Too Good To Go

UX Redesign, Case Study

2025

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SUMMARY

MAKING FOOD-SAVING EASIER TO LOVE.

Too Good To Go fights food waste - but frequent users often stumbled through an experience that made the process harder than it should be. This project showcases the full UX process: from research and testing to redesigning filters, navigation, and user motivation.


  • Focused on simplifying core interactions like filtering and browsing

  • Used research insights from surveys (n=15), interviews (n=5),
    and usability tests (n=2)

  • Designed a concept to make re-using the app more rewarding and intuitive

CHALLENGE

GREAT MISSION. FRUSTRATING EXPERIENCE.

Too Good To Go helps reduce food waste - but the app gets in its own way. As a regular user, I noticed:


  • Limited filtering options

  • Redundant navigation

  • The lack of motivation to use it more often. I wanted to dig deeper: What makes people drop off? And how could it be fixed?

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RESEARCH & INSIGHTS

USERS LIKED THE IDEA - BUT OFTEN FELT STUCK OR INDIFFERENT

To understand user behavior and friction points, I used a mixed-method approach:

  • 15 survey responses  

  • 5 user interviews

  • 2 on-site usability tests with a lo-fi prototype

     

Across all methods, three themes emerged:

  • Filtering didn’t reflect real-world needs (e.g. dietary or allergy info)  

  • Navigation was confusing and inconsistent  

  • No emotional or functional reason to come back


Target groups (from survey & interviews):

  • Students: budget-driven, sustainability-minded

  • Young professionals: time-strapped, convenience-seeking

  • "Picky eaters": often limited by missing dietary filters

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PROCESS

TRANSLATING INSIGHTS INTO STRUCTURE

From initial research to tested high-fidelity designs, the process followed a structured and iterative approach.


  • Defined key opportunity areas: filtering, navigation, motivation

  • Sketched out flows and low-fidelity screens in Figma

  • Built out the high-fidelity screens and polished them for presentation.


Each decision was guided by user insight, not assumptions. Final concepts were tested for usability and logic.

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OUTCOME

SIMPLER FLOW. SMARTER FILTER. CLEARER FEEDBACK.

The redesigned experience included:

  • A unified Explore section that replaces “Discover” and “Browse”

  • Improved bottom navigation with clearer structure  

  • Filters for cuisine, dietary needs, portion size, pickup time, and more

  • Gamification concept to increase long-term motivation (e.g. incentive based system with levels and stats)  


While some features were only partially implemented in the prototype, they showed promise in early tests.

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REFLECTIONS & LEARNINGS

THINKING IN SYSTEMS - NOT JUST SCREENS.

  • Every design choice is a tradeoff. The process taught me to prioritize
    and explain those decisions.  

  • Gamification isn’t a silver bullet - but thoughtful incentives can shift behavior.

  • Research > gut feeling. Structured and research based work made everything easier.

  • It may sound obvious, but messy files lead to messy thinking. A clear Figma setup sharpened every step of the process.


If extended, I’d explore more emotional rewards - and how motion and micro-interactions could bring delight to mundane moments.