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CALLUM WOOD
.
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Eat Better
USER INTERFACE & USER EXPERIENCE
Introducing the Healthy Eating App: A User-Centric Approach to Simplifying Nutritious Meal Choices
INTRODUCTION
.
K1
– Applied creative design thinking to define the project scope and purpose.
K8
– Analysed initial research to understand user needs and the challenge of healthy eating.
S11
– Communicated aims and context of the project clearly.
B1
– Showed passion for digital design and improving user lifestyles.
DESIGN SPRINT
.
K1
– Employed creative problem-solving techniques in group workshops.
K14
– Used agile and collaborative design methods (e.g., brainstorming, rapid prototyping).
S1
– Contributed to developing early-stage concepts and user journeys as a team.
B2
– Maintained strong work ethic and commitment in the sprint process.
QUESTIONAIRE
.
K11
– Conducted user research to understand habits, preferences, and challenges.
S11
– Designed and analysed surveys to gather actionable insights.
B5
– Demonstrated accountability by using research to inform all design decisions.
PERSONAS
.
K11
–Developed personas from real data to represent a range of users.
K15
– Considered brand voice and messaging in each persona’s goals and frustrations.
S11
– Communicated personas in a clear, relatable format for the whole team.
B1
– Prioritised user-centred design throughout.
EMPATHY MAP
.
K11
– Mapped user emotions, experiences, and behaviours for deeper insight.
S11
– Visualised empathy map outcomes for clear communication.
B1
– Displayed empathy by focusing on users’ thoughts, feelings, and pain points.
COMPETITORS
.
K2
– Researched and analysed leading digital products in the market.
K16
– Stayed current with digital design and tech trends for benchmarking.
S5
– Evaluated competitor strengths and weaknesses to guide solution development.
CONCEPT
.
K1
– Synthesised research findings to develop the EatBetter app concept.
K7
– Interpreted the brief and outlined solutions tailored to user needs.
S1
– roduced creative and compelling digital design ideas for the platform.
NAMES
.
K15
– Used branding principles to brainstorm and test potential app names.
S3
– Applied creative techniques to naming and initial logo explorations.
INSPIRATION
.
K2
–Researched visual and UX trends to inform the look and feel.
S3
– Applied creative techniques to naming and initial logo explorations.
B1
– Kept an open mind and enthusiasm for design exploration.
BRANDING
.
K4
– Designed a colour palette and typography that communicate the brand’s values.
K15
– Developed a consistent brand identity across visual assets.
S2
– Used industry tools and methods to create and apply logos, colours, and fonts.
S16
– Ensured branding works across digital and print materials.
B2
– Showed attention to detail in developing visual assets.
WIREFRAMES
.
K9
– Applied user interface and user experience design principles to structure app layouts.
S3
– Created low- and mid-fidelity wireframes to map user journeys.
S16
– Refined wireframes based on usability feedback and user requirements.
PROTOTYPE
.
K9
– Applied user interface and user experience design principles to structure app layouts.
S3
– Built high-fidelity, clickable prototypes for realistic usability testing.
S16
– Used feedback to improve prototypes and get the app ready for development.
B5
– Demonstrated flexibility and resilience by revising the design based on user testing.
PROMOTIONAL ANIMATED AD
.
K5
– Used digital media skills (animation, video) to create a compelling app promo.
K6
– Presented a clear, persuasive pitch of the app’s benefits and features.
S4
– Produced a high-quality, production-ready video asset.
S16
– Ensured the video reflected the branding and messaging of EatBetter.
GET IN TOUCH
.
callum@callumworks.com
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