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Tangible Design

Embodied Shopping

Embodied Shopping

Embodied Shopping

Embodied Shopping

Zaya is not just a nostalgic tribute—it is a movement to preserve cultural identity and encourage active social interaction in a modern context.

Zaya is not just a nostalgic tribute—it is a movement to preserve cultural identity and encourage active social interaction in a modern context.

Embodied Shopping

Industry

Industry

Children Education

smart pillbox with companion application

Deliverable

Deliverable

UX Research, UI Design

smart pillbox with companion application

Team

Team

Chris Wolford (supervisor), Laila Dodhy, Golnaz Safari, Taha, Ivy Abraham

Group project of 3 UX Designers, 1 Graphic Designer

Timeline

Timeline

Oct 2023 - Nov 2023

Oct 23 - Nov 23

Project Overview

In this project, we designed an interactive toolkit to develop cognitive skills in tweens (10-12 years) leveraging the experience of grocery shopping. We focused on financial literacy, nutritional awareness, and decision-making skills. Our primary research included Walmart visits, interviews, and shadowing shoppers. They revealed varied shopping behaviors in children aged 5-12. Based on the insights, affinity maps, and experience maps, we designed a physical play-kit with artifacts like paper money and budget sheets. The prototype proved effective in engaging tweens and aiding their understanding of budgets and nutrition.

Hypothesis

We hypothesized that the experience of grocery shopping becomes monotonous and often frustrating for children because they do not find anything that interests them. However, grocery shopping presents a huge opportunity because of the diversity of activties available and decisions to make.

My Role

  • Carrying out secondary research through literature review.

  • Conducting contextual inquiry through observations at Walmart.

  • Participating in Ideation and Data analysis

  • Visualizing the play-kit.

  • Conducting In-site User Testing

Project Overview

In this project, we designed an interactive toolkit to develop cognitive skills in tweens (10-12 years) leveraging the experience of grocery shopping. We focused on financial literacy, nutritional awareness, and decision-making skills. Our primary research included Walmart visits, interviews, and shadowing shoppers. They revealed varied shopping behaviors in children aged 5-12. Based on the insights, affinity maps, and experience maps, we designed a physical play-kit with artifacts like paper money and budget sheets. The prototype proved effective in engaging tweens and aiding their understanding of budgets and nutrition.

Hypothesis

We hypothesized that the experience of grocery shopping becomes monotonous and often frustrating for children because they do not find anything that interests them. However, grocery shopping presents a huge opportunity because of the diversity of activties available and decisions to make.

My Role

  • Carrying out secondary research through literature review.

  • Conducting contextual inquiry through observations at Walmart.

  • Participating in Ideation and Data analysis

  • Visualizing the play-kit.

  • Conducting In-site User Testing

Project Overview

In this project, we designed an interactive toolkit to develop

cognitive skills in tweens (10-12 years) leveraging the experience of

grocery shopping. We focused on financial literacy, nutritional

awareness, and decision-making skills. Our primary research

included Walmart visits, interviews, and shadowing shoppers. They

revealed varied shopping behaviors in children aged 5-12. Based on

the insights, affinity maps, and experience maps, we designed a

physical play-kit with artifacts like paper money and budget sheets.

The prototype proved effective in engaging tweens and aiding their

understanding of budgets and nutrition.Problem Sattement

  • Iranian traditional games are becoming unfamiliar to the younger generation.

  • Industrialized urban areas no longer offer the vast open spaces needed for outdoor play.

  • Cultural games are at risk of extinction as modern lifestyles shift toward individual digital experiences

Goals

  • To promote Iranian traditional games as fun, engaging, and culturally rich forms of play.

  • To redesign and adapt outdoor street games for indoor and small-space environments.

  • To foster inclusive social connections by encouraging cross-cultural participation in these games.

Research Process

01

Secondary Research

Explored past works done within the domain of improving grocery experiences and child learning and development psychology.

02

Contextual Inquiry

Conducted a total of 2 visits to Walmart with the objective of

1) observing families with children to uncover how children interact with their parents and the surroundings, and

2) talk to both parents and children to learn more about their interests and activities.

03

Ideation

Team discussion on analyzing insights revealed.
Using crazy 8s method to brainstorm and sketch on solutions.

04

Affinity and Experience Mapping

Presented a thematic analysis of the insights and observations, and

created an experience map of the parents and children at Walmart.

Presented a thematic analysis of the insights and observations, and

created an experience map of the parents and children at Walmart.

Presented a thematic analysis of the insights and observations, and

created an experience map of the parents and children at Walmart.

03

Ideation

Team discussion on analyzing insights revealed.
Using crazy 8s method to brainstorm and sketch on solutions.

04

Affinity and Experience Mapping

Presented a thematic analysis of the insights and observations, and

created an experience map of the parents and children at Walmart.

05

Designing the play-kit

Digitally designed the various sections of the grocery play-kit for children.

06

Physical Prototyping

Paper prototyped the physical play-kit. Artifacts included paper

currency, wallet, budget sheets, store map, and nutrition guides.

Paper prototyped the physical play-kit. Artifacts included paper

currency, wallet, budget sheets, store map, and nutrition guides.

Paper prototyped the physical play-kit. Artifacts included paper

currency, wallet, budget sheets, store map, and nutrition guides.

05

Designing the play-kit

Digitally designed the various sections of the grocery play-kit for children.

06

Physical Prototyping

Paper prototyped the physical play-kit. Artifacts included paper

currency, wallet, budget sheets, store map, and nutrition guides.

07

Evaluation with End-Users

Conducted 15 usability tests of our proposed design to discover

usability flaws and analyze efficiency of our solution.

Conducted 15 usability tests of our proposed design to discover

usability flaws and analyze efficiency of our solution.

Conducted 15 usability tests of our proposed design to discover

usability flaws and analyze efficiency of our solution.

Research Methods

  • Literature Review

  • Contextual Inquiry methods

  • Sketching

  • Tangible Paper Prototyping

  • Live Evaluation with End Users

Sources of Secondary reserach

  • Academic Literature

  • Community Forums e.g. Reddit

  • Walmart Reviews

  • Online blogs and articles

  • Online Videos

07

Evaluation with End-Users

Conducted 15 usability tests of our proposed design to discover

usability flaws and analyze efficiency of our solution.

Research Methods

  • Literature Review

  • Contextual Inquiry methods

  • Sketching

  • Tangible Paper Prototyping

  • Live Evaluation with End Users

Sources of Secondary reserach

  • Academic Literature

  • Community Forums e.g. Reddit

  • Walmart Reviews

  • Online blogs and articles

  • Online Videos

Spline

Place to design and collaborate in 3D

01

Financial Responsibility

A research at Cambridge University showed that the approach towards money and spending are instilled towards children from the age of 7. Our kit takes inspiration from. We include several activities such as making grocery lists and budgets, and tangible items such as paper currencies, piggy banks for savings and appreciation stickers to instill habits of financial responsibility amongst children.

02

Information Architecture

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

03

Wireframing & Prototyping

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

04

Usability Testing

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

05

Visual Design & Style Guide

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

01

Financial Responsibility

A research at Cambridge University showed that the approach towards money and spending are instilled towards children from the age of 7. Our kit takes inspiration from. We include several activities such as making grocery lists and budgets, and tangible items such as paper currencies, piggy banks for savings and appreciation stickers to instill habits of financial responsibility amongst children.

02

Information Architecture

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

03

Wireframing & Prototyping

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

04

Usability Testing

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

05

Visual Design & Style Guide

We conducted user interviews, surveys, and analyzed in-app analytics to understand the pain points and user needs. We also studied competitor apps and industry trends to gather insights

What I learned

This project that I worked in a team helped me to first expand my soft skills like


What I learned

This project that I worked in a team helped me to first expand my soft skills like


What I learned

This project that I worked in a team helped me to first expand my soft skills like


What I learned

This project that I worked in a team helped me to first expand my soft skills like


Golnaz Safari - Visual Communication Designer

Driven by Creativity 
– Let's Explore How My Work Can Add Value to Your Team! your next big idea?

Goran Babarogic

Driven by Creativity 
– Let's Explore How My Work Can Add Value to Your Team! your next big idea?

Golnaz Safari - Visual Communication Designer

Driven by Creativity 
– Let's Explore How My Work Can Add Value to Your Team! your next big idea?

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Nicey © 2024. Designed by Goran Babarogic