Problem Space

Grocery shopping is time consuming with long checkout lines and navigating through multiple aisles to buy the right product. Shopping experiences have become overly complicated with shopping centers spanning vast spaces, encompassing thousands of products, and accommodating several consumers at any instance. The complexities have made the simple task tedious and intimidating for consumers so our project aims at creating a solution for this issue that will help to streamline the chore into a straightforward and effortless task.

With the influence of Amazon Go attempting to rethink the established shopping experience, our exploratory analysis revolved around examining its working to see if there existed any drawbacks that could be leveraged by a more novel approach to the problem. Evaluation revealed that although the Amazon Go system was convenient, it required huge capital for it to be scaled to be applied for massive shopping centers like Wallmart. With this understanding, our brainstorming and early evaluation revolved around a scalable solution that made acceptable affordances on its implementation.


My Role

I worked as product designer for SwiftCart's mobile application. My main focus of work was on application experience that people will have, to improve it I created low-fidelity prototype which I tested with people and based on the feedback, designed the hi-fidelity interactive prototype.

Our solution


Constraints

We considered some real-life constraints which should be considered while implmenting the system

  • Cost: We wanted our solution to be low cost so that it'd be implemented on most of the grocerry stores.

  • Scalable: We wanted our solution to be scalable so that it'd be implemented in the chain stores like Walmart easily.

  • Infrastructure independent: When we evaluated Amazon Go, we got to know that it relies on custom made infrastructure heavily which was making it dependent, so we focused on designing a service which would leverage most of the existing store infrastructure which would again reduce the cost.


Assumption

For our service we had to make some assumptions for our service to be used

  • Smartphone: Users will have smartphone with internet access.

  • Wi-Fi: Stores will be Wi-Fi enabled just incase if user doesn't have data.

  • Product position: Product position in the grocerry store will be in fixed aisle and if it changes, the position needs to be updated on the server.


Storyboards

We created storyboards to for different use cases and to clarify the context of Swift Cart. Storyboards also helped us in envisioning the real-life enviorment of usage of our service and through which we could explored the benefits and limitations came with it. Storyboard were created with the theme of fast checkout, shopping list and efficient navigation.



User Flows






Low-Fidelity Application Screens

Our service's main support was application, through which main features were would be accessed. So we created a low-fi of app to evaluate it with the users.







Evaluating the low-fi prototype

We went on to evaluate the low-fidelity prototype. It gave us a lot of insights and we came across few edge conditions that needed to be solved

  • Users liked the idea bypassing long queues
  • Need of Onboarding Instructions
  • Confusing Icon and Labels
  • Deadlock scenario while adding or removing un-scanned products
  • Shopping History for frequent users
  • Need of search feature


Hi-Fidelity Application Screens

I chose android's material design as a framework to leverage the already placed UX efforts that Google has invested in it, and it is simply amazing. Reason behind choosing purple was it's energetic color and reflects growing and dynamic culture!





Evaluating the hi-fi prototype

In the last project we didn't get a chance to evaluate our hi-fi prototype, so we decided that we will get feedback on our hi-fi design version as well, as design is iterative process which never ends. We integrated the evaluation from the low-fi version so this time errors were less and their severity was also not high.

  • Users found the home screen confusing, not knowing where to go and how did we get here.
  • Navigation menu text was not readable.
  • Interestingly our users found types in the screen.
  • First time user felt need of instructional overlay.

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