A self-guided cooking skill development tool, designed for people who want to reach fluency in the kitchen on their own terms, without a prescribed curriculum. The capstone project for my Harvard Extension School ALM degree in Digital Media Design, grounded in instructional design theory and driven by multiple rounds of user research.
The problem
The goal isn't to cook more recipes. It's to reach fluency: the feeling of competence and confidence that comes from accumulated, organized experience. Most people working toward that aren't following a curriculum. They're picking things up from YouTube, recipes, trial and error, things a parent showed them once. The knowledge is scattered across memory, scraps of paper, bookmarked recipes, mental notes that fade. There's no way to track what you've tried, what you've learned, what you want to learn next, or why something went wrong last time.
Cooking from Scratch is a tool that puts skill development in the user's hands: track what you're learning, log what you've cooked, and organize your knowledge in a way that actually accumulates over time.
Research approach
Before talking to users, I did substantive background research: read 12 journal articles on cooking education and instructional design, reviewed coursework from my ED103 Instructional Design course, and conducted a competitive review of 8 products. That foundation shaped both the research questions and the design direction from the first wireframe.
Exploratory interviews
Seven interviews explored how people currently develop cooking skills, what they track, and what they wished existed. The consistent finding: knowledge accumulates but has nowhere to go.
Instructional design applied
A key goal of this project was applying what I'd learned in ED103 to UX design. These three concepts from instructional design theory directly influenced the product's structure and the choices made about what the app does and doesn't do for the user.
Competitive review
I reviewed products across two categories: cooking-specific tools (instruction and recipe management) and general-purpose organization tools that people could theoretically adapt for cooking. The review confirmed that no product addressed skill development as the primary use case. (Completed in 2019; product details may be outdated.)
| Product | Category | Gap relative to Cooking from Scratch |
|---|---|---|
| Allrecipes Cooking School | Cooking instruction | Curriculum-driven; no user-defined skill goals or personal logging |
| America's Test Kitchen Online | Cooking instruction | Expert-led content; no mechanism for tracking your own skill development |
| Rouxbe | Cooking instruction | Professional culinary curriculum; structured, linear, not self-directed |
| Foodist Kitchen | Cooking instruction | Habit-focused; no long-term skill tracking or knowledge organization |
| Paprika Recipe Manager | Recipe management | Organizes recipes; no skill layer, no logging, no learning goals |
| NYT Cooking | Recipe media | Editorial content; saving recipes is not the same as tracking skill development |
| Evernote | General organization | Could be adapted, but no cooking-specific structure or skill framework |
| Airtable | General organization | Powerful but requires significant setup; not accessible to most users |
Designs
I wireframed three screens that represented the core of the product, then built a higher-fidelity prototype of the "I Want to Learn" flow for the second feedback round. Screens were designed in Adobe XD.
Prototype flow · 8 frames
Higher-fidelity prototype of the "I Want to Learn" flow · color, imagery, interactive · built for the second round of user feedback
Design validation
From wireframe feedback
Where this goes next
The 2019 thesis put the learner in charge of their own path (heutagogy: self-determined learning), offering structure without removing that authorship. In 2026 I used the project to try three AI design tools (Claude Design, ChatGPT Canvas, Google Stitch), redesigning the "I want to learn" screen with two prompts: one that supplied my original 2019 screen, one that supplied only the product goals, no imagery.
ChatGPT Canvas · 2019 screen supplied as reference
ChatGPT Canvas · product goals only, no imagery supplied
What this demonstrates
| Capability | How it showed up in this project |
|---|---|
| Research before design | 12 journal articles and a full competitive review before the first wireframe. The research shaped which instructional design frameworks applied and why; it wasn't decorative background work, it was the design foundation. |
| Applying theory to UX | Heutagogy, backwards design, and andragogy weren't mentioned as a checklist. Each one mapped to a specific structural decision: how goals are set, how content is organized, how prior experience is treated. |
| Iterative research design | Three rounds of user input (exploratory, wireframe feedback, prototype feedback), each with a distinct research plan, participant criteria, and method rationale. Findings from each round directly changed the next design. |
| Identifying the core UX tension | The user-generated vs. app-generated confusion wasn't a copy problem or a visual problem. It was a fundamental question about who owns the user's learning path, and surfacing it early changed the design direction entirely. |
| Novel problem space | The competitive review found no product that treated cooking skill development as a first-class feature. Every existing tool was either curriculum-driven (expert decides what you learn) or recipe-management (no skill layer at all). |