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Tangible Design
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
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.
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.
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
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.
Paper prototyped the physical play-kit. Artifacts included paper
currency, wallet, budget sheets, store map, and nutrition guides.

Spline
Place to design and collaborate in 3D

Spline
Place to design and collaborate in 3D

Spline
Place to design and collaborate in 3D

Spline
Place to design and collaborate in 3D
01
Findings from Secondary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.

01
Findings from Secondary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.

01
Findings from Secondary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
01
Findings from Secondary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
01
Findings from Secondary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
01
Findings from Secondary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
We first started with an exploration of Walmart Supercenter and we shadowed shoppers throughout their experience. Our observations were compiled and then categorized on Miro based on:
● Demographics
● Usage of technology
● Targeted Walmart areas such as the check-out and fresh produce sections.
We then shortlisted families as our target group and did interviews with 6 families and a mix of unobtrusive and participant observations (~30 participants) in our next trip.
We first started with an exploration of Walmart Supercenter and we shadowed shoppers throughout their experience. Our observations were compiled and then categorized on Miro based on:
● Demographics
● Usage of technology
● Targeted Walmart areas such as the check-out and fresh produce sections.
We then shortlisted families as our target group and did interviews with 6 families and a mix of unobtrusive and participant observations (~30 participants) in our next trip.
02
Findings from Primary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
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

02
Findings from Primary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
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

02
Findings from Primary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
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

02
Findings from Primary research
Western families often have a negotiation-based structure, giving children more independence and autonomy.
Grocery shopping is used as a learning opportunity, teaching children to select produce using senses and to develop analytical skills like price and health assessment.
Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.
Parents tend to spend more when shopping with their children.
Children use their "purchase-power" directly or indirectly in shopping decisions.
Children, particularly aged 4-11, significantly influence family shopping decisions.
Technological interventions may not suit very young children due to different cognitive and emotional development stages.
Interventions should be straightforward and based on tangible concepts.
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