Vending machine with the designed UI in the middle, surrounded by the 6 ugly fruits designed for the project, 3 on each side.
Logo of the project, it's a swan carrying a smoothie bottle with smoogly written under it

Smoogly is a project developed together with Marketing students. Our goal was to create a product to reduce the waste of ugly fruits due to their look, showing people that these ugly products can still taste good. We designed a vending machine of smoothies and took advantage of humor to sell this idea.

Project prototype. Interactable area corresponds to a 32" TV. View in fullscreen

Two speech bubbles. In the first one, in blue, it says To mix marketing with design? And in the second one, in beige, it says That's a wonderful idea, ain’t I right?!

For this project, our Advanced Project class was merged with the "Better Marketing for Consumer Wellbeing” class from the Master of Management course at Nova School of Business and Economics.

The ideia? To mix together our skills in Management and Design to create a more complete project, involving launching capabilities and simulating a real-world scenario.

We focused our work on this research

Cover of the paper From wate to taste - How ugly Labels can increase purchase of unattractive produce Two speech bubbles that read Our idea? Vending machine to sell smoothies made with ugly fruits

But... juice and smoothie companies already use ugly fruits for their production!

However, let’s take a closer look on how these fruits are usually represented:

Four bottles of current sold juices, showing pretty fruits on the bottle Two speech bubbles that read Our idea, again? Vending machine to sell smoothies that people know were made with ugly fruits Ugly fruits stitched in front of four bottles of current sold juices

If people discover that ugly fruits are so tasty and sweet that are capable of producing delicious smoothies...

They will be more likely to buy ugly fruits and vegetables, reducing waste!

Reduce the waste of good fruits and vegetables because of their ”ugliness”

PROJECT OBJECTIVE

Two speech bubbles. In the first one, in blue, it says How to achieve such a noble try? and in the sewcond Through a vending machine, I'll show you why!

We found a lack of healthy options on the ”on the go” market, such as University campuses and Metro stations, that are usually filled with calorie and sugar-packed options.

Our customer is a young person, around 20-28 years old, who values health-conscious products that prioritizes wellbeing and environmental sustainability. They seek exciting and interactive purchases, valuing unique experiences, and are enthusiastic about environmental concerns and food waste reduction.

User journey of the machine, showing the discovery process of the product Speech bubble that says Our machine

As we only offer six different options of smoothies, fake physical bottles are displayed on the side, while the real storage is hidden behind the screen.

This allows us to have better interactive possibilities, while also avoiding the unnecessary visual clutter of many repetitive bottles on display, swapping it for a more appealing visual.

Scheme showing machine sizes, left and front, with a person next to it. Smoogly logo followed by two speech bubbles that highlight SMOO(thie) + (u)GLY

Who doesn't know the Ugly Duckling story? After years being mocked for not fitting his group, he then flourishes and discovers his inner beauty.

That’s the tale of our smoothies: we transform produce that was once considered too ugly to be eaten into beautiful and tasty drinks.

the 6 drawn ugly fruits of this project, side by side

6 anthropomorphized fruits

Each one has their own personality, they embrace their ugliness in a funny way.

This humoristic narrative helps to debias the users on the ”ugly fruits” topic

Two speech bubbles that read Will customers enjoy this machine? So much it will be in their routine!

User tests

Objective: See if our idea works for our project goal

☑️ Vending machine

Usability test to see how well the interaction goes.

User standing in front of a TV showing the machine prototype

We used a touch screen TV to test the interaction. This allowed us to mimic the machine real height for a better visualization.

☑️ Character style

Fun and SAM tests to understand how users see the characters.

We created 3 different set of fruits to evaluate which one would bring better results.

Three groups of character styles, funny characters, the real ugly pictures, and ai generated scary, side by side Two speech bubbles that read We asked users if they could identify all the fruits by looking at the images. These were the results: Funny characters Table showing fruits users assigned to each drawing

86% of the fruits were correctly identified through the showcased images.

Speech bubble that says Real ugly pictures Table showing fruits users assigned to each drawing

70% of the fruits were correctly identified through the showcased images.

Speech bubble that says AI Generated scary Table showing fruits users assigned to each drawing

70% of the fruits were correctly identified through the showcased images.

Speech bubble that says After the tests, we also asked how easy it was and how fun they evaluated the interaction. Graph showcasing the result of answers to easy and fun metrics Speech bubble that says SAM Evaluation

This is the Self Assessment Manikin scale, where users had to choose in what level they felt Pleasure (line 1) and Arousal (line 2).

Sam metric scale with two lines

These were the results, by type of image:

Graph showing results for sam evaluation Speech bubble that says Finally, we also asked which one of the types of images they liked the most. . 3 groups of fruits by kind of image and the drawn ones with a crown as the chosen one Two speech bubbles. In the first one, in blue, it says Perfect we are, whether ugly or pretty! and in the sewcond Yet let's inspect the UI, since it demands our pity.

The funny characters, in the drawn style, had the highest rate of users being able to identify which fruits they represented among the options. However, it was still not perfect, so we re-designed the main screen, adding labels to show the name of the fruits, mimicking a real shop shelf.

Machine on the main screen, old Ui Machine on the main screen, new Ui

This new visual was also carried for the other screens, bringing a more clean and easy to read scheme to the whole interface.

We also removed the scroll to reveal the personal information of the characters, as this was hiding the fun aspect of the interaction. This change brought it to the center of the UI, making it more appealing for the users.

Machine on the main screen, old Ui Machine on the main screen, new Ui
Two speech bubbles. In the first one, in blue, it says To conclude this story... and in the second A smoothie, celebratory!.

We designed a vending machine based on the research developed together with our colleagues from NOVA School of Business and Economics.

This project reached our goal of bringing to users the idea of buying and giving a chance to ugly produce, taking advantage of an humoristic way to achieve it.

The interactive screen is the highlight of the machine, bringing the characters front and center of the experience. Users enjoyed the fun way to represent the ugly fruits, reporting enjoyment when using the machine.

Some adjustments were made after user feedback, as the fruit names added on the screen, and the final prototype is ready to, just like the Ugly Ducking story, steal the show and impress everyone with how great ugly fruits can be.

three vending machines with smoogly in the middle all the fruits saying thanks for saving us
Credits

Designers: Alişan Ustun, Felipe Rabaça

Marketing Team: Antonia Janisch, Charlotte Geiss, Johanna Lenz, Jördis Braune, Sophie Dülfer

My Roles: User Research, Interface Design, Usability Testing, Illustration, Visual Identity

Softwares: Adobe Illustrator, Figma

Project type: Group Work

Duration: 4 months