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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

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.

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

  • Kids have a say: Western families often have a negotiation-based structure, giving children more independence and autonomy.

  • Shop to learn: 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.

  • Builds vocabulary: Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.

  • Spending rises with kids: Parents tend to spend more when shopping with their children.

  • Kids sway purchases: Children use their "purchase-power" directly or indirectly in shopping decisions.

  • Ages 4–11 influence: Children, particularly aged 4-11, significantly influence family shopping decisions.

  • Low-tech for toddlers: Technological interventions may not suit very young children due to different cognitive and emotional development stages.

  • Simple, hands-on fixes: Interventions should be straightforward and based on tangible concepts.

  • Kids have a say: Western families often have a negotiation-based structure, giving children more independence and autonomy.

  • Shop to learn: 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.

  • Builds vocabulary: Shopping trips serve as chances for younger children to expand their vocabulary and knowledge.

  • Spending rises with kids: Parents tend to spend more when shopping with their children.

  • Children use their "purchase-power" directly or indirectly in shopping decisions.

  • Ages 4–11 influence: 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.

02

Findings from Primary research

  • Families tend to treat grocery shopping trips on the weekend as opportunities to spend time together.

  • Parents educate their children about product quality, price,

  • physical qualities, nutritional value, and expiration dates. They teach young children the names of items too.

  • Parents want to make their children financially responsible and make their older children help them select items and make the grocery store list.

  • Young children are generally put in carts and do not have much autonomy.

  • Young kids usually cause chaos in stores. They are placated through toys, snacks, and mothers holding their hands or picking them up.

  • Siblings tend to copy each other. Younger kids especially copy their older siblings.

  • Children (especially 9-11 year old) tend to help their parents shop and negotiate about item purchases.

  • Mothers are generally responsible for shopping and they tend to ask children for their opinion on items. Hence, showing they want their children to be more active in this experience.

  • Children tend to wander off in the Toys section but stick to their parents in the Fresh Produce sections.

  • The purchasing power of kids was observable as parents also agreed that they tend to spend more when they come to stores with kids. But they do not buy whatever the kid wants.

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.

Affinity Map (Thematic)

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.

Personas

Meet Jess!

  • 10 year old girl

  • Lives in Lafayette, Indiana

  • 5th grade student at Lafayette
    Elementary School

  • 10 year old girl

  • Lives in Lafayette, Indiana

  • 5th grade student at Lafayette
    Elementary School

  • 10 year old girl

  • Lives in Lafayette, Indiana

  • 5th grade student at Lafayette
    Elementary School

  • 10 year old girl

  • Lives in Lafayette, Indiana

  • 5th grade student at Lafayette
    Elementary School

Background

  • Lives with parents and a younger sister, Jenny

  • Usually shops with her mom

  • Lives with parents and a younger sister, Jenny

  • Usually shops with her mom

  • Lives with parents and a younger sister, Jenny

  • Usually shops with her mom

  • Lives with parents and a younger sister, Jenny

  • Usually shops with her mom

Attitudes:

  • Finds it a bit boring but likes exploring new foods

  • Enjoys picking out snacks but sometimes gets restless during long shopping trips

  • Likes to look around for items

  • Finds certain aisles less interesting

Aspirations:

  • Wants to become more responsible in making healthy food choices.

  • Wants to make more informed choices when shopping on budget.

Parental Influence

  • Usually shops with her mom, who encourages her to make small decisions

  • Her mother, Jane, is supportive of Jess being involved and learning during the process

  • Usually shops with her mom, who encourages her to make small decisions

  • Her mother, Jane, is supportive of Jess being involved and learning during the process

  • Usually shops with her mom, who encourages her to make small decisions

  • Her mother, Jane, is supportive of Jess being involved and learning during the process

  • Usually shops with her mom, who encourages her to make small decisions

  • Her mother, Jane, is supportive of Jess being involved and learning during the process

Personality:

  • Curious and outgoing

  • Enjoys learning new things

  • Wants to help others.

  • Curious and outgoing

  • Enjoys learning new things

  • Wants to help others.

  • Curious and outgoing

  • Enjoys learning new things

  • Wants to help others.

  • Curious and outgoing

  • Enjoys learning new things

  • Wants to help others.

Tech Proficiency:

  • Proficient in using a tablet for education and dancing lessons

  • Does not like playing games on smartphones as she finds them childish and distracting.

  • Proficient in using a tablet for education and dancing lessons

  • Does not like playing games on smartphones as she finds them childish and distracting.

  • Proficient in using a tablet for education and dancing lessons

  • Does not like playing games on smartphones as she finds them childish and distracting.

  • Proficient in using a tablet for education and dancing lessons

  • Does not like playing games on smartphones as she finds them childish and distracting.

Hobbies & Interests

  • Loves science and art classes

  • Enjoys doing gymnastics

  • Collects stickers at home

  • Loves science and art classes

  • Enjoys doing gymnastics

  • Collects stickers at home

  • Loves science and art classes

  • Enjoys doing gymnastics

  • Collects stickers at home

  • Loves science and art classes

  • Enjoys doing gymnastics

  • Collects stickers at home

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

– Let's Explore How My Work Can Add Value to Your Team!

Golnaz Safari - Visual Communication Designer

– Let's Explore How My Work Can Add Value to Your Team!

Golnaz Safari - Visual Communication Designer

– Let's Explore How My Work Can Add Value to Your Team!

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Nicey © 2024. Designed by Goran Babarogic