SicPama Diner QR Ordering

Reducing cognitive friction
in a multi-user checkout flow

Reducing cognitive friction
in a multi-user checkout flow
Reducing cognitive friction in a multi-user checkout flow
#Product Design, #Checkout & Payment UX, #Usability
#Product Design, #Checkout & Payment UX, #Usability
#Product Design, #Checkout & Payment UX, #Usability

SicPama develops services that help restaurants improve performance and enable customers to place group orders at the table. This project focuses on improving the basket to checkout experience in SicPama’s QR ordering system to reduce cognitive friction and improve usability.

My Role:

Product Designer

Product Designer

Company:

SicPama

SicPama

Timeline:

3 weeks

3 weeks

Key Outcomes:
25%
reduction in time to checkout
40%
decrease in interaction cost
Clearer group-order navigation and reduced cognitive load

Problem context

What was wrong before?

Despite a relatively simple ordering flows, users consistently struggled during the basket → checkout transition

From usability testing and session observations, I found several recurring issues:

Users attempted to check out before selecting a payment option

Users scrolled up & down, tapping too much to understand what to do

Users paused after failed actions, then gave up or asked for help

Process and Methods
Process and Methods
Research

Observations

Usability Testing
Competitors Analysis

Synthesis

User Behavior Analysis
User Journey Map
Hypothesis

Ideation

Design Strategy

User Flow

Wireframes

Design

Design Iterations

Design System Update
Final UI

Conclusion

Final test
Delivery

Reflection

Research Results

Problems with the old design

The original QR ordering flow was designed to enable groups to place table orders as quickly as possible.

However, quantitative analysis revealed significant issues:

~21s

Max time to reach payment

for returning users

for returning users

for returning users

~24

Max touch interactions

required to reach payment

required to reach payment

required to reach payment

4-5s

Pause time needed

to understand the required action

to understand the required action

to understand the required action

Session replay analysis revealed clear problem points in the user journey:

Synthesis

Root causes of the problem
1. False affordances
1. False affordances

User avatars looked interactive but they weren’t.

User avatars looked interactive but they weren’t.

Result: high attention & interaction cost
Result: high attention & interaction cost

Users repeatedly tapped avatars (often repeatedly or aggressively) expecting them to show something

  1. Hidden prerequisite

Selecting a payment option was required
but:

  • Group order payment is a new experience, users don't expect it at Basket/Cart

  • It was placed at the very bottom of the screen.

Result: confusion & high interaction cost
Result: confusion & high interaction cost
  • Users scroll up & down, feeling confused,
    and trying to understand how to continue

  • As the number of users and items increased, interaction cost increased exponentially.

  1. Two major tasks combined in one screen
  • Reviewing items ordered by the entire group

  • Deciding who pays and how to pay

Reviewing items ordered by the entire group

  • Deciding who pays and how to pay

Result: cognitive overload & decision fatigue
Result: cognitive overload & decision fatigue

"The time it takes to make a decision increases as the number of tasks and options increases"

UX Laws: Hick's Law

Additional findings

Even after selecting a payment option,
some users abandoned the payment process.

Even after selecting a payment option, some users abandoned the payment process.

Hypothesis:
Hypothesis:

Unclear payment option selection at the basket stage caused confusion and drop-offs.

Comparative insight:
Flow without payment option selection took 50% less time

This confirmed that checkout structure was the primary source of friction.

Based on UX research and analysis, it was obvious:

Key Insight:

The mismatch between the basket structure and users' mental models
was the primary cause of confusion, excess taps, and delays

Ideation

Design Strategy
My strategy focused on separating cognitively distinct tasks into sequential steps that matched users' expectations. The flow was restructured to ensure one primary cognitive task per screen:

Ideation

Low-fidelity wireframes

Design

Final Design Solution
  1. Functional group tabs
  • User avatars were transformed into functional tabs

  • Users can tap avatars to view individual group members’ orders

Expected result:
Expected result:
  • Avatar tabs match user expectations

  • Clear visual separation between group members' orders

  • Reduced interaction cost, requiring only one tap to view another user’s items

  1. New Checkout screen
  • Basket is now a review space only

  • Checkout focuses on deciding how to pay for the group orders

Expected result:
Expected result:
  • Payment options appear when users expect them

  • Reduced cognitive load at decision points

  • Fewer swipe loops and exploratory taps

  1. Order summary at Checkout

An order summary is displayed at the bottom of the checkout screen to support payment decisions.

Expected result:
Expected result:
  • Easier to make a decision

  • Faster understanding

  1. Clear payment details

The selected payment option clearly shows who pays and how much.

Non-interactive elements were visually simplified, and arrows were added to expandable components.

Expected result:
Expected result:
  • Improved completion rate

  • Reduced checkout abandonment

Validation

User validation

I tested a prototype with 5 users. All of them went through the same 10 minute user test, where I asked them to make an order.

Testing results:
25% reduction

Average time to reach payment

40% decrease

Maximum interaction cost for first-time users

2→1

Primary decisions required at a single step

Although the redesigned flow introduced one additional step, it significantly reduced worst-case interaction cost. For first-time users, maximum tap count dropped by 40%, meaning reduced confusion and less exploratory behavior.

Currently, this project is at the prototype and testing stage. Here's what I planned next:

Post-launch metrics to track:
Order completion rates
Drop-off rates

Conclusion

Reflection

By separating review and payment options into different steps, the redesigned flow aligns with users’ expectations, reduces cognitive load, and creates a more predictable and scalable checkout experience for group ordering.

Lesson Learned:

Combining two decision tasks into one screen is a common design pattern for speed.
However, it increases cognitive load and failure rates in group contexts.

That's why it's important to design for one primary cognitive task per screen.

Combining two decision tasks into one screen is a common design pattern for speed. However, it increases cognitive load and failure rates in group contexts. That's why it's important to design for one primary cognitive task per screen.