Hangry · 2019

Before the Playbook Existed

Hangry App first launch
Outcome: 4.9 stars, 100K+ downloads
Company: Hangry Indonesia
Product: Hangry App (Discovery)
Role: Research, user interview, writing UX copy, design
Team: 1 designer, 2 engineers

Hangry App is a cloud kitchen: one physical outlet, multiple brands. From a single location, users can order from all available brands at once. This is fundamentally different from conventional food apps where one outlet equals one brand, one type of menu.

When I joined in 2019, Hangry had only 3 outlets and 3 brands, all in Jakarta. I was the only full-time designer. An existing design was already in place from a part-time designer.

Before touching the existing design, I spent time understanding what Hangry actually was.

I came in knowing three things: Hangry had 3 brands, 3 locations, and a food delivery app. That felt familiar enough. Most food delivery apps in Indonesia follow the same pattern — GoFood, GrabFood, or F&B brands with their own app. I assumed Hangry was some version of that.

So instead of jumping straight into the design, I did what I always do first: I talked to people. Stakeholders, C-level, anyone who could tell me what this product was actually supposed to be and where it was going.

That’s when the picture shifted. Those 3 brands weren’t in 3 separate locations. They were all in the same kitchen, the same outlet. One physical space running multiple distinct brands simultaneously.

There was no blueprint for that in the industry. Not in GoFood. Not in GrabFood. Not in any F&B app I knew at the time.

I sat with that for a while before going back to the existing design. And when I did, I saw it differently, not as a food delivery app with some rough edges, but as a design built on the wrong mental model of what Hangry was.

Mental model shift — what I assumed vs what Hangry actually was Two columns contrasting initial assumptions about Hangry with the reality discovered through stakeholder conversations. What I assumed What it actually was 3 brands, 3 separate locations Each brand has its own outlet One menu per brand Like any standard F&B app Standard food delivery app GoFood, GrabFood — familiar pattern 3 brands, 1 shared kitchen One physical outlet, multiple brands All brand menus in one place Order from multiple brands, one cart No blueprint in the industry Cloud kitchen — no comparable app Before talking to anyone After stakeholder conversations

When I went back to the existing design, I wasn’t looking at it the same way anymore.

Before the research, it looked fine. A food delivery app that shows you restaurants and lets you order. Nothing obviously wrong.

The original design files are no longer accessible, the previous designer worked in Adobe XD and the files were never handed over. What I’m describing here is reconstructed from memory and the reasoning that followed.

But now I knew what Hangry actually was, and the design didn’t reflect that at all.

The first problem was identity. The existing design presented Hangry like one restaurant with a wide menu. Scroll through, pick something, order. That mental model made sense for most food apps. It made no sense for Hangry, where every brand was distinct, had its own name, its own personality, its own reason to exist. Collapsing them into one undifferentiated list meant users would never understand what they were actually using, or why they should care.

The second problem was access. The design used a location-first pattern: if you were too far from an outlet, you couldn’t enter the app at all. For a product trying to build brand awareness in a city where it had only 3 outlets, that meant most of Jakarta hit a wall before they ever saw a single brand.

Two problems. Both invisible until you understood the business first.

Problem 1

Identity

The design collapsed all brands into one undifferentiated list — like one restaurant with a wide menu.

Users never understood what Hangry actually was.

Problem 2

Access

Location block cut users off before they could see a single brand — if too far, the app showed nothing.

Most of Jakarta hit a wall before ever seeing what Hangry offered.

The existing design blocked users based on distance. If no outlet was within range, users couldn’t enter the app at all.

For GoFood or GrabFood, that makes sense, if nothing can deliver to you, there’s nothing to show. But Hangry wasn’t that. Hangry was a brand story that hadn’t been told yet.

My background is in copywriting. One thing that gets drilled into you in that world: conversion doesn’t start at the moment of purchase. It starts the moment someone becomes aware a brand exists. The sequence is always the same, you can’t buy something you’ve never heard of.

Awareness funnel — blocked vs open Two funnels. Left: awareness leads to interest then purchase. Right: awareness is blocked, interest and purchase never happen. Without the block With the block Aware of the brand User discovers Hangry exists Interested Browses brands, sees menus Purchases Places an order Aware of the brand Blocked — app won’t open Interested Never happens Purchases Never happens Brand grows over time No sale — not today, not ever

Blocking users who couldn’t order didn’t just lose a sale. It made sure those users would never have a reason to come back.

So I framed it this way: we might miss a sales opportunity today, but we didn’t have to miss a brand awareness opportunity. Those are two different things, and only one of them was actually within our control at that moment.

The proposal was straightforward from there. The app still reads location, that part stays. But instead of a hard block, users see available outlets. If nothing’s in range, they can still browse every brand, see full menus, understand what Hangry is. They just can’t check out, and that’s communicated clearly from the start.

Existing discovery flow — before redesign User opens app, system reads location. Near users enter home page. Far users hit dead end: sorry screen, email form, close app. Existing flow — before redesign Open app Read location Match with outlet Near or far? Threshold: 2km Near Enter home page Far Sorry screen Out of range Leave email Success notif shown Close app Nothing else to do Dead end — no brand exposure Proposal discovery flow — after redesign User opens app, system reads location. Near users assigned to nearest outlet and can order. Far users see outlet list and browse brands but cannot check out. Proposal flow — after redesign Open app Read location Match with outlet Near or far? Threshold: 2km Near Nearest outlet Can order Far Outlet list All outlets visible Browse brands No checkout Brand exposure without ordering

Not being able to order today doesn’t mean not being able to order ever. But never knowing the brand exists? That’s permanent.

Here’s what that looked like in practice, the new access flow on the left, and the home UI that answered the identity problem on the right.

How I Solve Problem 2 — Access

New flow when outlet is out of range

Splash
Searching
Outlet list
Home

How I Solve Problem 1 — Identity

Home UI showing distinct brands

Home full

The first launch went well. Early Google Play reviews came in consistently: easy to use, smooth, clear choices, seamless from order to pick-up, etc.

JK

Justina Kristianti

May 4, 2020

★★★★★

Very coooll!

1 person found this helpful

MS

Mario Simamora

August 21, 2020

★★★★★

First order & very satisfied! Keep a great work ya

2 people found this helpful

DK

Dessy Kristiana

December 14, 2020

★★★★★

Pilihannya jelas, proses order sampai pick up lancar jaya. Bravo Hangry.

JT

Jennifer Tan

May 4, 2020

★★★★★

Easy to use! Really smooth! Thanks Hangry for making this easy and useful apps!

5 people found this helpful

After the first launch, the Hangry App kept being iterated and the design kept updating, but this experience remained the same.

By the end of 2020, Hangry went from 3 outlets to over 40, growing faster than almost any F&B startup in Indonesia at the time. A product that clearly communicates what it is and doesn't block the people it's trying to reach is part of how you get there.

You can download and try the product here

The obvious lesson was tactical: products in the same industry don't share the same user journey. Everything depends on how the business works and what constraints it has at that specific phase.

But the deeper shift was in how I think about constraints. Before this project, a product limitation felt like a design problem to solve around. After it, I started seeing constraints differently, not as walls, but as context. The question is no longer:

"How do I hide this limitation from the user?"

But:

"Given where this product is right now, what's the most honest and useful experience I can design?"

That reframe changed how I approached every project after this one.