Designing a Low-Friction Coffee Grading Experience for Expert Tasters

Designing a Low-Friction Coffee Grading Experience for Expert Tasters

Designing a Low-Friction Coffee Grading Experience for Expert Tasters

1. Project Overview

Era of We is a global coffee marketplace focused on building a more transparent and equitable coffee supply chain. A critical part of this ecosystem is coffee cupping—a standardized evaluation process that determines coffee quality, pricing, and flavour profiles used by roasters, HoReCa buyers, and end consumers.

This project focused on designing a digital cupping experience that could replace traditional paper-based workflows while preserving the precision, familiarity, and sensory focus required by professional coffee graders.

2. My Role & Team

Role: UX & UI Designer

Team: Senior UX Designer, Lead UX Designer, 3 UI Designers, Product Manager, 30+ Developers & QA, Founders

I directly owned the coffee grading flow, from understanding the domain and interaction challenges to designing and iterating on the grading interface. While working as a junior designer, I collaborated closely with senior and lead designers, incorporating their feedback while driving day-to-day interaction design decisions for this workflow.

3. Understanding the Craft: How Coffee Cupping Works

Coffee cupping is a standardized sensory evaluation used across the specialty coffee industry to assess green coffee quality and inform pricing and sourcing decisions.

During a session, trained evaluators score multiple attributes while tasting samples side-by-side. The process is deliberate and uninterrupted, relying on focus, repetition, and fine-grained judgment.

Over time, cuppers develop strong muscle memory around how they evaluate and record scores, making familiarity and predictability essential to the workflow.

4. The Industry Standard: SCA Paper-Based Cupping Form

Professional cupping typically follows the Specialty Coffee Association (SCA) standard, which uses a dense paper form to capture scores across multiple attributes.

Despite its complexity, the SCA form is deeply trusted by graders. Its layout, scoring scale, and structure are familiar, allowing evaluators to record observations quickly without breaking concentration.

Any digital alternative needed to respect this mental model rather than replace it.

5. Problem Space: Why Existing Digital Tools Fell Short

The core failure of existing tools was not usability—it was misalignment with expert cognition.

1. Disruption of sensory focus

Cupping is a time-sensitive, sensory task. Many tools:

  • Required typing while tasting

  • Forced visual attention away from samples

  • Introduced interaction complexity mid-evaluation

This broke the natural rhythm of cupping and increased mental load at the most critical moments.

2. Over-optimisation for reporting, not grading

Most tools prioritised:

  • Post-session analytics

  • Rich visual dashboards

At the cost of:

  • Speed

  • Precision

  • Familiarity during the act of grading

They treated grading as data entry, not expert judgment.

3. Ignoring muscle memory

Paper-based SCA forms had trained graders over years.

Digital tools replaced:

  • Known spatial layouts

  • Familiar scoring scales

With:

  • New interaction patterns requiring relearning

This made adoption cognitively expensive, even if the tool was “usable.”

6. Design Goals & Acceptance Criteria

Based on research and stakeholder alignment, we defined the following goals:

  1. Faithfully translate SCA grading logic into a digital format

  2. Enable grading of multiple samples in a single session

  3. Minimise interaction cost and cognitive load

  4. Support tablet-first usage in real cupping environments

  5. Provide clear, readable report visualisation

The objective was quiet efficiency—not novelty.

7. Interaction Exploration: Translating Paper to Digital

Rather than starting with UI patterns, we started with interaction cost.

Why typing failed

Typing:

  • Required multiple taps per field

  • Shifted focus from taste to correctness

  • Added unnecessary friction when grading multiple samples

When scaled across:

  • 10 attributes

  • 3–4 samples per session

This resulted in 120–160 micro-interactions, breaking flow.

Why sliders failed

Sliders appeared efficient but:

  • Made precise selection difficult

  • Introduced accidental inputs

  • Required visual verification

They optimised for speed but sacrificed accuracy.

8. Refining the Grading Interaction

The final interaction model was designed around how graders think, not how interfaces usually behave.

Key decisions

  • Discrete, bounded scales mirrored the SCA form

  • Progressive exposure reduced visual noise while preserving range

  • Tap-first interactions supported tablet ergonomics

  • Spatial consistency preserved muscle memory across samples

Each decision was evaluated against a single question:

Does this let the grader stay in the tasting mindset?

The final interaction closely mirrored how graders think and score during live cupping sessions.

9. Validation & Early Feedback (MVP Phase)

This feature was developed as part of an MVP for a client, and long-term post-launch metrics were not available.

However, early qualitative feedback from certified Q graders was positive. The experience felt familiar, intuitive, and closer to pen-and-paper workflows than existing digital tools. Graders reported that the interaction allowed them to stay focused on tasting rather than data entry.

10. What We’d Measure Next If This Scaled

If the product were to scale beyond MVP, the following metrics would guide future iterations:

Efficiency

  • Time to complete a cupping session

  • Interactions per sample graded

Accuracy & consistency

  • Score variance across graders

  • Error or correction rates

Adoption & trust

  • Preference for digital versus paper workflows

These metrics would help ensure scalability without compromising precision or trust.

11. Reflection & Learnings

This project reinforced the importance of designing for existing expert behaviour rather than imposing new patterns. It highlighted how interaction cost can be treated as a measurable constraint and how restraint is often more effective than visual complexity when digitising physical workflows.

For expert tools, the most successful designs are often the ones users barely notice.

Available for freelance

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Let's create
something
extraordinary
together.

Let’s make an impact

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Ishan Deshmukh

Senior Product Designer

Available for freelance

Back to top

Back to top

Let's create
something
extraordinary
together.

Let’s make an impact

Avatar of the website author

Ishan Deshmukh

Senior Product Designer

Available for freelance

Back to top

Back to top

Let's create
something
extraordinary
together.

Let’s make an impact

Avatar of the website author

Ishan Deshmukh

Senior Product Designer