MSNACK · UX CASE STUDY
Movie snacks, delivered without missing the movie.
A snack ordering app for moviegoers — designed for the dark, and tested inside an actual theater.
ROLE
Product Designer
Solo project. Research, UX, visual design, and prototyping.
TIMELINE
17 Weeks
August–November 2024
TYPE
UX Case Study
Self-initiated concept · Not shipped
OUTPUT
Mobile Product
High-fidelity interactive prototype
OVERVIEW
What if movie snacks could arrive without anyone missing the movie?
I noticed an interruption everyone accepts: leaving the film to stand in a concession queue. Over 17 weeks, I turned that moment into a dark-first ordering concept and tested it inside the environment it was designed for.
Research-led strategy
Six interviews and a four-app audit translated recurring frustrations into product requirements.
Prototype the full journey
I designed the path from browsing and customization to seat delivery, payment, and tracking.
Test where it matters
Moderated sessions inside a theater exposed glare, one-handed use, and seat-entry hesitation.
THE CINEMA INTERRUPTION
Snacks shouldn't cost a scene.
01
Leave the seat
02
Wait in line
03
Find the seat again
The real cost of ordering snacks is the part of the movie you miss.
OPPORTUNITY
Turn the concession break into a service that comes to the seat.
The product opportunity was not another theater-branded app. It was one dependable layer that worked across venues and respected the realities of a dark auditorium.
Fast by default
A short, focused flow reduces the minutes people spend away from the film.
Theater-agnostic
One consistent experience replaces fragmented, chain-specific ordering tools.
Accessible in context
Dark-first visuals, large targets, transparent costs, and seat delivery reduce barriers.
CASE STUDY SUMMARY
01
Problem
Moviegoers lose 10–15 minutes of a film ordering snacks, and existing theater apps make it worse: slow, hard to navigate in the dark, and unusable for parents and people with limited mobility.
02
Approach
Six interviews across four user types, a competitive audit of four theater apps, then usability testing inside a real theater to validate low-light design decisions in the environment they were made for.
03
Outcome
Concept project. Testing surfaced seven usability issues; the blocking ones were fixed and re-validated with three follow-up participants.
04
My role
Solo. Research through high-fidelity prototype.
01 / PROBLEM
Ten minutes of the film, gone.
Moviegoers regularly lose 10–15 minutes of their film just to order snacks—standing in long queues, navigating slow apps, and hitting hidden fees at checkout. For parents or people with limited mobility, stepping out mid-movie often is not an option at all.
TIME LOST
10–15 minutes
A meaningful part of the film disappears in the concession queue.
MARKET
9,700+ screens
India has scale, but no reliable cross-theater snack ordering layer.
ACCESS
Not optional
Parents and people with mobility needs cannot always leave their seat.
THE OPPORTUNITY
Create one fast, accessible product that lets people browse, pay, and receive snacks at their seat—without leaving the movie.


PAIN POINT 01
Slow apps, hard navigation
Existing apps load slowly and bury the menu behind animation. Design implication: minimum taps from open-app to order-placed became the primary constraint on every layout decision.
PAIN POINT 02
Accessibility gaps
No app studied handled the low-light environment or reduced-mobility users. Design implication: dark-first, with large touch targets, became a requirement rather than a style choice.
PAIN POINT 03
Hidden fees at checkout
Unclear pricing caused the most frustration of any single moment. Design implication: full price visible before the payment step, not after.
PAIN POINT 04
Limited variety and customization
Especially for dietary preferences. Design implication: combos and item detail views carry full descriptions and customization up front.

WHAT WORKS
Integrated convenience
Ticketing integration, seat delivery, discounts, and loyalty rewards already create value.
WHERE THEY FAIL
Fragmented experiences
Limited variety, delayed service, weak low-light navigation, and chain-specific tools add friction.
OPPORTUNITY
One theater-agnostic layer
A legible dark UI, tracking, transparent checkout, and multiple payment methods can unify the experience.




PRIORITIZATION
Fix task blockers first; comfort improvements second.
Navigation clarity and the missing quantity selector were addressed in the first iteration. Font-size and image-load improvements followed, then were validated with three follow-up participants.
The decision that shaped everything else was designing dark-first rather than offering dark as an option.
The case against it was real. Dark interfaces make food photography harder to art-direct, and a light default is the safer, more familiar choice for a mainstream audience. But snack ordering does not happen in normal conditions. It happens in a dark room, mid-film, on a screen held low so it does not disturb the people nearby. A light interface in that setting is a wall of glare — for the user and for everyone around them.
So I designed dark-first and accepted the cost: more work on food imagery, and a light theme built as a secondary mode rather than the default. Then I validated the decision the only way that would actually prove it — by running usability sessions inside a real theater, in real low light, instead of at a desk.
Designed for the dark.
VIEW FIGMA PROTOTYPE
↗
01
Fast by default
Short flows, familiar patterns, and persistent context reduce ordering time.
02
Transparent at checkout
Clear totals, fees, and delivery details make the transaction feel trustworthy.
03
Accessible in context
Legible type, strong contrast, and seat delivery respect the realities of the theater.
A concept project, measured honestly.
Msnack has not shipped, so there are no product metrics to report. What testing showed is that the blocking usability issues were identified, resolved, and re-validated with follow-up participants. If Msnack launched, these are the four numbers I would track — and why each one matters.
01
Order completion rate
The direct measure of whether the flow holds up under real conditions.
02
Time from open to order placed
The core promise is minutes of film not missed. This is the number the product lives or dies on.
03
Repeat orders within 30 days
Convenience products only matter if they become habit.
04
Accessibility audit score
Accessibility was a design requirement here, not an afterthought, so it belongs in the measurement plan.
The most useful thing I did was leave my desk.
Testing inside an actual theater surfaced problems that no amount of desk testing would have produced — glare, one-handed use, hesitation over seat entry in the dark. It changed how I think about where usability testing should happen, not just how it should be run.
What I would do differently: accessibility became a core design principle, but I under-recruited participants with accessibility needs in the first round of research. The requirement was clear from interviews; the validation came later than it should have. If I continued, the next priorities would be real-time order tracking — raised repeatedly in interviews — and a loyalty layer, since repeat moviegoers are the core audience.
NEXT PROJECT · 01