Eats & Beats: One App for Every Way People Eat Out

Designing one dine-out app for reserving a table, pick-up, ordering at the table and splitting the bill.

Company

Eats & Beats

Role

Senior Product Designer

Expertise

Product Strategy, Information Architecture, Mobile UX/UI, Design Systems, Motion

Timeline

2025

Eats & Beats cover: six app screens in light and dark mode, from onboarding and Home to the restaurant page, booking, group cart and checkout.

Eats & Beats is a dine-out app for Egypt. One product handles the four ways people eat out: reserving a table, ordering ahead for pick-up, ordering from the table and sharing a group order. I was the sole product designer and designed it end to end, from structure and flows to the interface in light and dark mode, the design system and the marketing site. The app shipped for the client.

Eats & Beats: one app for every way people eat out, shown on the light Home screen, the restaurant page and the dark Home screen.

The Challenge: Four Ways to Eat Out, One App That Feels Like One

Each way of eating out has its own timing, details and moment of payment. A booking needs time slots, rules and a fee; pick-up needs a menu, a cart and an order status; ordering at the table starts with knowing which table; and a group order needs a shared cart and a fair way to split the bill. They also share almost everything else: restaurants, menus, carts and checkout. The task was to keep one mental model across all four.

The challenge: four ways to eat out, Reserve a table, Pick-Up, In Restaurant and Group Order, each with the details it needs, and the parts all four share.

Decision 01: Ask How People Want to Eat Before Where

Home puts Reserve a table, Pick-Up and In Restaurant directly under search, so the first choice is the kind of outing, and every later screen only asks for what that mode needs. Cuisines, Trending Now, Near You and Exclusive Deals sit below for people still deciding, and a short App Guide points out each entry on first use.

Decision 01: Home leads with Reserve a table, Pick-Up and In Restaurant under search, shown with the App Guide, Near You and the restaurant list with filters.

Decision 02: The Whole Booking on One Screen

Guests, date and time sit on one screen, with slots grouped by meal and unavailable times struck through. Booking rules are agreed before payment, a summary lists every detail and the fee, and the confirmation leads straight to directions or the booking. I also designed a step-by-step version with a visual floor plan, kept for a later release because it needs each restaurant’s layout mapped first.

Decision 02: the reservation flow, from guests, date and time on one screen to booking rules, a review summary and the table reserved confirmation.

Decision 03: One Restaurant Page, Two Ways to Commit

Reservation and Pick-Up sit side by side as equal actions. The next open time slots and the reservation cost are visible before the tap, and rating, reviews, opening hours, menu highlights and location are in one scroll, with Book a Table always in reach.

Decision 03: the restaurant page with Reservation and Pick-Up side by side, menu highlights, details and reviews, and item details.

Decision 04: Same Menu and Cart, a Different Start

Ordering at the table starts by entering the table number or scanning its QR code. After that, the menu, item options and cart work the same way as in pick-up, with notes, a voucher field and a full payment summary. A pick-up order ends on an order status screen with the route to the restaurant.

Decision 04: choosing a table for in-restaurant ordering, the menu, the cart and the order placed status screen.

Decision 05: One Cart for the Table, a Fair Way to Pay

Friends join a group order from a shared link and add their own dishes, and the group cart shows who ordered what. At checkout the table chooses to pay for everyone, let everyone pay for themselves or customise the split, and each person sees the share they are paying, tip included.

Decision 05: group order, from the how it works screen and the group cart grouped by person to split the bill options and checkout.

Decision 06: Give People a Reason to Come Back

Rewards shows the points balance with a history of points earned and spent, offers grouped by dining and pick-up, and vouchers split into active, used and expired, each with its own details.

Decision 06: rewards with points, point history, vouchers and voucher details.

Designed Twice: Light and Dark

Both themes use the same layouts and components: 155 screens in light mode and 133 in dark mode. Gold stays the action colour in both, on cream and on near-black surfaces.

Light and dark mode pairs of the Home screen, the restaurant page and the Book a Table screen.

The Marketing Site

The landing page states the product in one line, explains the benefit of each mode, shows real app screens in a See It in Action section, and ends with store links and a partner form for restaurants.

The marketing site: the landing page hero and the benefits section in browser frames.

The System

Poppins and Cera Pro carry the interface. Gold marks actions and selected states, sand and cream add warmth, and one component library, from restaurant cards to the bottom navigation, is themed for light and dark.

The design system: colour palette, type, restaurant cards, bottom navigation states and the same components in dark mode.

The Outcome

One app covering the whole dine-out journey, from onboarding to rewards: 288 screens across light and dark mode, a design system and a marketing site. Next, I would ship the floor-plan picker and measure how people use each of the four modes, so the next design round starts from real usage.

A grid of Eats & Beats screens in light and dark mode: 288 screens across four ways to eat out.