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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