SushiPro's information architecture is structured in a way that allows users to refine their selection using only visuals and gesture, sidestepping the English - Japanese language barrier.
Japanese terminology and sushi facts are introduced gradually, beginning with nametags, and ending in detailed descriptions with guesture-based walkthroughs of traditional preparation techniques.
At the last level of filtration, users select individual recipes to learn more about.
Users manipulate 3D food with real gestures - slicing, wrapping, and rolling their way to a plate of finished sushi, learning techniquies they can bring directly to the kitchen.
In 1999, Pokemon Stadium introduced me to sushi on the N64, in a game where you had to identify recipes on a conveyor belt and eat only the ones that were desirable.
The SushiPro interface started with an aerial translation of the circular conveyor belt, with selections on the innermost ring dictating the contents of the outer rings.
The final interface was a front-facing view of the nested conveyor belt, with higher-level categories receding into the background as users drill down.
SushiPro is targeted at novices, and aims to make the transition from app to kitchen as intuitive as possible.
A skeumorphic approach preserves the maximum amount of detail, which - for the inexperienced sushi chef - is crucial to retaining information from the app.
Nobody sets out to have a dining experience that's rushed, dirty, or cheap, and although sushi belts began as a fast-food innovation, they've since made their way into more luxurious settings.
Laqured wood, warm lighting, and serif type were chosen specifically to match the mood of a more sophisticated restaurant.
Tapping an individual recipe opens details about its ingredients and preparation.