Dineout · Times Internet · Consumer Product

Dineout App

A UX research and redesign project for Dineout's restaurant discovery app — covering product study, heuristic evaluation, moderated usability testing with real users, and visual design refinement that introduced Mood Builder as a new way to discover restaurants.

My Role
Senior UX/UI Designer
Company
Times Internet
Platform
iOS & Android
Duration
[Add duration]
Responsibilities
Research, Usability Testing, Interaction Design, Visual Design
Tools
Figma, Sketch, Photoshop
Team
[Add team]
Deliverables
Usability Report, Wireframes, UI Designs, Prototype
4participants tested
83%understood the core concept
72%enjoyed the experience
7preset tasks evaluated
Dineout App — composed view showing the Mood Builder discovery flow and restaurant browsing experience
02
Project Context

Dineout is one of India's largest restaurant discovery and table reservation platforms.

The app helps users find restaurants, browse offers, and book tables — but its discovery flow was built primarily around cuisine-based search and location filters. This project explored an alternative approach: letting users discover restaurants based on their mood, the kind of music they wanted, or the type of dining experience they were looking for — rather than requiring them to already know what cuisine they wanted.


03
Problem Statement

Users don't always know what cuisine they want. They know what kind of evening they want.

Restaurant discovery apps traditionally ask users to search by cuisine, location, or price. But many users — especially those planning a social outing — start with a feeling: "somewhere fun tonight," "a quiet dinner," "live music." The existing Dineout experience had no way to serve these users. Mood Builder was the response: a discovery path built around intent and occasion, not just keywords.

"How might we help users discover restaurants when they know the experience they want but not the specific cuisine or place?"


04
Design Goals

What we set out to achieve.

Goal 01

Reduce decision fatigue

Help users narrow down options without requiring them to already know what they want.

Goal 02

Improve restaurant discovery

Introduce browsing paths beyond cuisine and location — mood, music, and dining occasion.

Goal 03

Encourage exploration

Make discovery feel like inspiration rather than a database query.

Goal 04

Create a more enjoyable browsing experience

Align the interface with how people actually think about going out — occasion-first, not cuisine-first.

Project Constraints

The redesign had to work within the existing Dineout platform and navigation structure, maintain brand consistency, and remain feasible for the engineering team to implement without a ground-up rebuild.


05
Research Approach

How we validated the concept.

Research for this project consisted primarily of moderated usability testing using the interactive prototype. Before conducting the UT, we ran a small pilot test of the Dineout mobile app to understand baseline expectations. We then created a set of preset tasks for participants to perform during the formal sessions.

The study was not supplemented with surveys, analytics, or competitive analysis — the focus was on direct observation of real users interacting with the prototype, documenting their behavior, confusion points, and satisfaction.


06
User Testing Interview Report

User Testing Interview Report

Target Audience

Before conducting the UT, we ourselves ran a small pilot testing of the Dineout mobile app. Before we could go further on UT, it was very essential for us to know what was expected from the application. We created the following tasks for our participants to perform while UT.

Preset Tasks

  1. Exploring the categories
  2. Exploring features like search, filters and sort
  3. Comments on restaurant photographs and menu
  4. Analysis of the restaurant information and interpreting the user ratings
  5. Thoughts on the deals and cash backs
  6. Login
  7. Reserve a table

Number of Participants

Total 4 participants (1 female and 3 male) were tested.

Participants

  1. The participants recruited were based on the Personas of the Social and Habitual diner.
  2. Participants age group was defined as 20–35, 35–45.
  3. Each participant was allowed to test the app on their own device.
  4. Users were made comfortable in the video recording room and assured of maintaining the privacy of the recorded video and their personal details.
ParticipantsAge & SexOSPersonaLogin
Participant 1Female/32AndroidHabitual DinerFacebook
Participant 2Male/35iOSHabitual DinerGoogle account
Participant 3Male/28AndroidSocial DinerMobile number
Participant 4Male/28AndroidHabitual DinerGoogle account

Overview

83%of participants understood the core premise and overall concept of this product.
72%of participants enjoyed the concept and the overall experience of using the product.
54%of participants successfully completed all tasks related to the overall concept of the product.
24%of participants experienced difficulty using this product.

Broken Experiences

Categories filter
The final confirmation page
Reservation page
Latest reviews

The Good

  • The users were happy the info provided such as cuisines, cost, and offers and mentioned it was visually appealing.
  • Users mentioned that the photographs were larger in size and looked real and was captivating.

The Bad

  • Users could not find any description of the term 'smartpay.'
  • Users felt categories section is very lengthy and time consuming to find the desired result.

07
Objective

Objective

Worked on multiple modules and delivered outcomes such as usability findings and digital assets in the form of user interface based on the analytic and comparative study following UX processes.

Dineout App — Mood Builder screen

08
Task Navigation

Task Navigation

Product Study

Studied the existing product for the task flow and functionality of the app.

Heuristics Evaluation

HE of the app based on Jacob Nielsen's heuristic principles. A report addressing the key findings was generated.

User Testing

A set of mid-age-group participants were used to conduct the product UT.

Visual Design

App content was restructured and UI was enhanced and aligned with current trends.


09
The Outcome

The Outcome

Cleaner and Aesthetically Pleasing UI

The design was aligned with the existing design trends which reflects the brand identity and received positive response from the product team and with end users.

Consistency in the Interface of App

The UX solution provided for the app enhanced the user's performance by curtailing the time taken to do the task, thus increasing their work efficiency.


10
Detailed Findings

Detailed Findings

User 1: Gunjan Verma
32/F, Android
Task No.ItemsApp
1Restaurant listings page

User felt restaurant location should be exact and precise in the listings' page as against what she found (Sion). She felt that address should be specific, such as name of the mall or the floor number.

User was happy that clicking on 'Kunal Kapur recommends' gave her a list of restaurants, as expected.

She was happy to find cost, available offers in the restaurant info.

The user mentioned that images look enticing and real.

2Detailed Restaurant info page

User was satisfied with the info, menu and rating in the detail page.

'Reserve now for free' confused the user — she asked 'whether we need to pay to reserve?'

The user was amused to find 'Times Food & Nightlife awards 2018'. She felt it increases credibility.

3Reservation

User does not want to scroll to select the time. She feels the time slot should be displayed as chart.

On clicking 'edit' to change the number of guests, user was redirected to the detailed restaurant info page, compelling her to fill in all the details again.

The user did not find any indication about the empty mobile number field. She had to manually search for the missing inputs and fill them in order to proceed with the reservation.

4Login

User was disappointed to see the login page during reservation process. Upon insisting, she logged in through Facebook, as she did not want to type and enter the phone number.

5Confirmation page

Table booking will be confirmed after checking with restaurant' message and timeline left her doubtful about the status of reservation.

User felt 'ride with Uber' was a good feature.

Stills from the UT
Usability testing session 1
Usability testing session 2
Usability testing session 3

11
User Flow Diagram

User Flow Diagram

User flow diagram — screen-to-screen navigation across the Dineout app

Can't reveal the entire flow diagram.


12
Wireframe

Wireframe

After analysing all the entry points, I began working on designing wireframe flows to comprehend the interactions and feedback patterns.

High fidelity wireframes

13
Visual Design

Visual Design

Where I tried different visual styles, setting the tones and guidelines following three principles.

🎯
Adaptive
Simple + Easy
💫
Delightful

14
Design Decisions

The reasoning behind observable interface decisions.

Decision 01

Why Mood Builder?

Usability testing showed users often start with an occasion ("happy hour," "quiet dinner") rather than a cuisine. Mood Builder gives that starting point a tappable interface — instead of asking users to translate a feeling into a search keyword.

Decision 02

Why circular category cards with images?

Image-driven circular thumbnails let users scan quickly by recognition rather than reading text labels. Each mood is represented visually — reducing cognitive load and encouraging browsing over searching.

Decision 03

Why tabs (Mood / Music / Palate)?

A tabbed structure lets users layer preferences progressively — start with mood, optionally add music or palate. This avoids overwhelming users with a single complex filter panel while keeping the full capability discoverable.

Decision 04

Why guided discovery over free-form search?

Free-form search assumes the user can articulate what they want. Guided discovery works for the far more common case — people who know the experience they're after but can't name a specific restaurant or cuisine.


15
Impact

What this project made possible.

Product Impact
Introduced Mood Builder as an alternative discovery path — restaurants surfaced by intent and occasion, not just cuisine or location.
Demonstrated that mood-first browsing could coexist with the existing search-driven experience without disrupting it.
Validated the concept with real users before committing engineering resources to a full build.
User Impact
83% of participants understood the concept on first exposure without explanation — the interface was self-explanatory.
72% said they enjoyed the experience, particularly the visual, image-driven browsing.
Usability testing uncovered specific friction points (categories filter length, 'smartpay' confusion, reservation flow redirects) that directly informed later design improvements.
Personal Design Impact
Strengthened moderated usability testing skills — from recruiting participants to synthesizing findings into actionable design changes.
Deepened consumer product thinking — designing for exploration and delight, not just task completion.
Improved ability to communicate research findings visually, making the case for design decisions with real user evidence.

16
Reflection

What I'd improve today.

This project was scoped as a concept validation — prototype, test, refine. Looking back with more experience, several areas stand out as opportunities I'd pursue differently.

01
Larger usability studies

Four participants validated the concept directionally, but a larger sample would have surfaced more edge cases and given the findings more statistical weight.

02
Analytics validation

Post-launch analytics (funnel drop-off, session duration by entry path) would have quantified whether mood-first discovery actually converted better than search — not just whether users enjoyed it.

03
Accessibility improvements

The image-heavy circular grid prioritises visual browsing. A text-based fallback, proper screen-reader labels, and contrast checking should have been part of the initial design pass, not a follow-up.

04
Personalisation and AI

Today I'd explore ML-powered mood recommendations based on past behaviour — surfacing "you might be in the mood for..." rather than asking the user to self-select every time.

Looking Back

What surprised me most was how little persuasion mood-first discovery needed. I expected to have to teach the behaviour; instead, users recognised it immediately because it matched how they already thought about going out. That insight — that the best discovery interfaces mirror the user's existing mental model rather than imposing a new one — has shaped how I approach every product since.

This project also taught me that research doesn't need to be massive to be useful. Four carefully moderated sessions, with the right tasks and the right participants, produced findings specific enough to drive real design changes. Scale matters, but so does depth.

"The best discovery products don't ask users to describe what they want. They help users recognise it."

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