Supermarket Navigation Accessibility

How to assist people with cognitive disabilities access a supermarket, which most people take for granted.

Topic
Design for Accessibility
Project focus
Insights
mark
Distinction

Context

Supermarkets are high-stimulus, information-dense environments. For individuals with cognitive learning disabilities such as dyslexia, ADHD, and ASD, they are often actively hostile spaces rather than neutral ones.Key challenges include difficulty navigating complex store layout with unclear or inconsistent signage & navigation, limited access to timely assistance, and sensory overload caused by lighting, noise, crowds, and visual clutter. These barriers don’t just slow shopping down — they increase stress and reduce independence. Despite this, accessibility in supermarkets is still largely framed around physical mobility, leaving cognitive accessibility under-addressed.

Project context

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This project was completed as part of a semester-long group project in DECO3200: Interactive Product Design Studio, spanning 13 weeks. The course emphasised identifying, justifying, and responding to real-world problem spaces through research-driven product design, rather than jumping straight to solutions.

Scope

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Our group chose to pursue the UX stream of the studio. This meant the primary focus was on user experience and product thinking — defining the problem space, grounding decisions in research, and justifying why a particular intervention was worth building.

There was less emphasis on polished UI or engineering feasibility. While wireframes and flows were developed in Figma, there was no expectation to deliver a fully built or production-ready high-fidelity prototype. The value of the work sat in the clarity of the problem framing, the research depth, and the logic of the proposed system.

My Role

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This was a group project with four members, and responsibilities were intentionally distributed. I took on a stronger leadership role within the team, helping guide the overall direction of the project and keeping the work aligned with our core problem statement.

I played a major role in shaping the research approach — contributing heavily to both secondary research and the design of primary research and user testing methodologies. I was also solely responsible for building the wireframes and interaction flows in Figma, translating user testing insights into a coherent product structure and user journey.

Research

We set out to design for cognitive accessibility because it’s both under-served and deeply practical: supermarkets are unavoidable, but often overwhelming. Accessibility has been a long-standing interest for our team, and it was personally relevant too—three out of four team members live with a cognitive disability (including ADHD and dyslexia). That lived experience helped us narrow the problem space quickly. We also believed this was a space where a digital layer could meaningfully reduce cognitive load without requiring the physical store to be rebuilt from scratch.

Our research combined qualitative and quantitative methods to build a rounded understanding of supermarket accessibility. While our focus was cognitive and learning disabilities (ADHD, dyslexia, ASD), we also drew broader insights from people with visual, auditory, and physical impairments to avoid designing a solution that only works for one narrow slice of users. Across surveys, interviews, and contextual observation, we repeatedly saw the same friction points: confusing layouts, low-quality wayfinding, difficulty getting help, and sensory overload. One headline result: 64% of participants reported difficulty finding items due to confusing store layouts. We synthesised findings using an affinity diagram to surface themes and identify concrete design opportunities.

Secondary

Description

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We started by mapping the accessibility landscape: visual, auditory, physical, and cognitive impairments—then deliberately zoomed into cognitive and learning disabilities because supermarkets are sensory-rich environments where attention, memory, processing load, and decision-making are constantly taxed.

A key takeaway from secondary research was that “accessibility” isn’t just screen readers and ramps. In a supermarket context it includes:

  • Wayfinding and spatial clarity (how easily someone can form and maintain a mental map)
  • Information readability (font size, label density, signage clarity)
  • Cognitive load and decision pressure (choice overload, price comparisons, interruptions)
  • Environmental stressors (noise, lighting, crowds, clutter)

We also explored accessibility audit methods (checklists + observational techniques) to evaluate how well an environment supports different users. This gave us a practical lens for analysing supermarkets as systems, not just interfaces—useful later when we conducted walkthroughs and mapped pain points.

Finally, we grounded the work in Australian legal and ethical context, including the Disability Discrimination Act 1992 (DDA)—not as a compliance checkbox, but as a reminder that exclusion is often a design decision by default.

Primary

Description

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To avoid designing from assumptions, we ran three primary methods in parallel: semi-structured interviews (depth), a survey (breadth) and contextual observation. We focused on people with cognitive and learning disabilities (ADHD, dyslexia, ASD, memory impairments), while still capturing related accessibility needs that surfaced naturally (e.g., physical reach, overstimulation, signage readability).

Interviews

We ran 9 semi-structured interviews with a mix of participants: people with ADHD, dyslexia, ASD, and memory difficulties, plus a  one supermarket staff member (online picking + nightfill). Transcripts were thematically grouped using the affinity diagrams, which clustered the findings into four big buckets: Navigating Stores, Signage, Reducing Cognitive Load, and the broader Shopping Experience.

Interview Findings

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People navigate supermarkets through memory, not signage.

Across interviews, participants described relying heavily on positional memory and mental maps built over repeated visits. Once that internal map exists, shopping feels manageable. When layouts change — or when entering an unfamiliar store — that map collapses and frustration spikes.

Aisle signage was widely described as insufficient for rebuilding orientation. Participants noted that signs are too broad, inconsistent, or unable to meaningfully represent the complexity of what’s actually in an aisle.

“The signs on the aisles… they’re pretty useless most of the time.”
“You’re trying to encapsulate a whole aisle in a couple of words — that just doesn’t work.”

This reliance on memory explains why layout changes feel disproportionately disruptive, even when signage technically exists.

Category logic often conflicts with how people think.

Participants repeatedly described confusion caused by inconsistent categorisation: products grouped by brand, origin, promotion, or “inspiration” rather than by how people mentally associate them. Items that logically “belong together” (e.g. toothpaste with bathroom items, sauces with similar cuisines) are often separated.

“Sometimes things are sorted by brand, other times by country, other times just scattered.”
“You think you know where it should be… and it turns out it technically fits two categories.”

This mismatch forces people to scan entire aisles, double back, or abandon items altogether — especially for niche or infrequently purchased products.

Cognitive load accumulates through small frictions.

Very few interviewees described a single catastrophic problem. Instead, stress emerged through stacking micro-frictions: unclear signage, dense shelves, bright lighting, noise, crowds, promotional clutter, and time pressure.

For people with ADHD or ASD, this often translated into distraction, decision paralysis, or a strong desire to “get in and get out” as fast as possible.

“There’s just a lot going on… it’s more interactive than it needs to be.”
“I could spend an hour comparing things if I don’t have a plan.”

Even participants who did not feel overwhelmed still described shopping as something to minimise, not enjoy.

Help exists, but people avoid using it.

Asking staff for help was consistently framed as a last resort, not a support mechanism. Reasons included social anxiety, difficulty finding staff, low confidence that staff would know the answer, or previous negative experiences.

“I don’t feel confident asking — and half the time they just point to an aisle anyway.”
“It feels like I’m interrupting them.”

Notably, even when help was available, the emotional cost of asking often outweighed the perceived benefit.

Avoidance is already a coping strategy.

Several participants described actively avoiding large supermarkets, busy hours, certain aisles, or specific stores altogether. Others shopped at off-peak times, rushed their trips, or abandoned items when friction became too high.

“I just want to leave as fast as possible.”
“If it’s too busy, I’ll come back another time.”

This reinforces that accessibility issues don’t just slow people down — they change behaviour.

The interviews revealed that supermarket accessibility issues are not caused by a lack of effort from users, but by environments that demand constant cognitive work. Navigation, categorisation, and assistance all rely on users adapting to the system — rather than the system supporting diverse ways of thinking.

Contextual Observation

We conducted walkthroughs to see friction in context—because supermarkets behave differently to how people describe them later. Observations helped us spot where stress accumulates: decision points, aisle transitions, signage visibility, and moments where users consider asking for help but don’t.

Surveys

To complement the depth of interviews, we ran a survey to capture broader patterns across supermarket shopping behaviours and accessibility challenges. The survey was designed to validate whether the frustrations raised in interviews were isolated anecdotes or shared experiences, and to identify which issues were most common and most disruptive.The survey combined multiple question types — frequency scales, multi-select questions, and open-ended responses — allowing us to capture both quantitative trends and qualitative context. In total, we received 61 responses, primarily from people who shop regularly, making the findings reflective of everyday supermarket experiences rather than edge cases.

Survey Findings

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Who we heard from

  • 83.9% of respondents were university students
  • Most respondents shop at least once a week, with a large portion visiting 2–3 times per week, reinforcing that these frustrations are frequent, not occasional
  • While only 16.1% explicitly identified as having a learning difficulty, many respondents still reported challenges commonly associated with cognitive load, navigation, and overstimulation — highlighting that these issues extend beyond diagnosed disabilities

Key findings

Navigation is the dominant pain point.

  • 75% of respondents reported difficulty finding specific product locations
  • 62.5% cited confusing store layouts
  • 29.2% struggled with reading aisle signage
  • Many respondents described scanning entire aisles, second-guessing where items “should” be, or discovering products categorised inconsistently across stores.

Environmental unpredictability increases anxiety.

  • 60% reported discomfort caused by unpredictable changes in store layout
  • 50% identified busy or crowded aisles as a major stressor
  • Bright lighting, loud or unexpected noises, and strong smells were repeatedly mentioned as compounding factors rather than isolated issues
  • This suggests that stress is often cumulative — small design decisions stack together and overwhelm users over time.

Information overload affects comprehension.

  • 46.4% found store signage difficult to read or understand
  • 39.3% struggled with nutritional information
  • Respondents described avoiding reading labels where possible, relying instead on visual cues such as large price tags or “special” signage — even when this led to less informed choices

Self-checkout is efficient until it breaks.

  • While 83.3% rated self-checkout as generally easy to use (4–5 on a 5-point scale), 77.8% identified system errors or alerts as the most frustrating part of the experience
  • 51.9% found requesting staff assistance during self-checkout difficult or stressful
  • This reinforces a recurring theme: systems that rely on staff intervention fail users precisely when they are already overloaded.

Help exists, but isn’t dependable.

  • Most respondents rated asking staff for help as moderately comfortable (ratings clustered around 3–4), but open responses revealed hesitation, difficulty locating staff, and low confidence that staff would know where items were
  • Asking for help often felt like a last resort rather than a reliable support mechanism

Avoidance behaviours are already happening.

  • 77.4% of respondents reported not using delivery or click-and-collect services, meaning most still rely on in-store shopping despite the challenges
  • Open-ended responses revealed coping strategies such as rushing, abandoning items, impulse buying, or avoiding certain stores altogether

The survey confirmed that supermarket accessibility issues are systemic, not individual. Difficulty navigating, processing information, and maintaining focus are common experiences — even among people without formally identified disabilities. Importantly, many of these issues emerge before checkout, reinforcing the need to address navigation and cognitive load early in the shopping journey.

Competitor Analysis

Description

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We evaluated existing tools not just for features, but for whether they reduce cognitive load or accidentally increase it.

Coles App
Scan & Go Trolleys
MappedIn
Hong Kong Airport Signage
Though it provides product info, deals, and checkout options, the Coles app lacks in-store aisle guidance and advanced accessibility features.
This system allows customers to scan, bag, and pay via their phones, reducing wait times. However, it limits staff interaction, lacks aisle guidance, and can overstimulate some users. Our solution aims for similar ease of use without disrupting employment roles or adding stress.
While MappedIn provides warehouse staff with item maps for efficient order fulfillment, it’s designed for internal logistics rather than customer navigation, and lacks accessibility features for end-users.
Colour-coded, strategically placed signage at the airport helps guide passengers effectively. While useful, this approach does not adapt easily to complex in-store layouts, nor does it fully support individualised guidance.
Navigation
Assistance
Distractions
✴️
✴️

Our differentiator becomes clear: most solutions optimise for efficiency or sales, not for cognitive accessibility. Our concept targets navigation + clarity + assistance in a way that can scale to many users, not just expert shoppers.

Insights

We synthesised our user research findings into three key insights.

01
Insight

🧭 Navigation

  • Product finding – Ease of locating products
  • Store navigation – Clarity of in-app directions
  • Time saving – Efficiency of pre-planned route
02
Insight

💬 Communication

  • Staff interaction – Reduced need for staff help
  • Distraction points – Where users lost focus
  • Effective communication – Support for user-staff interactions
03
Insight

🧠 Distraction

  • Minimise distraction – Stay focused on the list
  • Refocus speed – Regain attention after disruption
  • Basket organiser – Prevent impulsive buys with structure1
Individuals with Cognitive Learning Disabilities, such as Dyslexia, ADHD, and ASD, face significant challenges in navigating supermarket environments due to a lack of universally accessible design.

Design Concept

Following several fast-paced ideation rounds aimed at generating diverse and creative solutions, we used a Decision Matrix to evaluate and refine our ideas. This tool helped us assess concepts against key criteria—including navigation, communication, and distraction minimisation—directly tied to our research insights. We also considered other practical factors such as physical accessibility, buildability, and scalability. Through this process, we were able to identify and develop the concept that most effectively addressed our itentified insights.

Prototyping

Through valuable user testing processes, careful iteration was undertaken to create a more user-centred design.

Digital

A simple wireframe encompassed the specific features that addressed user pain points focused on basic elements of the design.

Physical

A physical cardboard mockup of the shopping basket served to visualise the product and whether users found it intuitive. This was then further developed with realistic objects that users could place into the basket, allowing better and more realistic engagement with the prototype

Spacial

A supermarket model allowed users to navigate a store-like environment while interacting with the digital and physical prototypes, integrating all elements into a single experience.

User testing

We established a framework aimed at testing if the design effectively addressed the opportunities identified in our research insights. Everything was specifically tested and measured against our outlined core insights.

01
Insight

🧭 Navigation

  • Product finding – Ease of locating products
  • Store navigation – Clarity of in-app directions
  • Time saving – Efficiency of pre-planned route
02
Insight

💬  Communication

  • Staff interaction – Reduced need for staff help
  • Distraction points – Where users lost focus
  • Effective communication – Support for user-staff interactions
03
Insight

🧠 Distraction

  • Minimise distraction – Stay focused on the list
  • Refocus speed – Regain attention after disruption
  • Basket organiser – Prevent impulsive buys with structure

Final Design

We developed a high-fidelity digital prototype that integrated our core design features—navigation support, communication aids, and distraction reduction—into a cohesive and accessible shopping experience. The prototype was built for mobile, with an emphasis on intuitive flows and clear visual hierarchy.

Evaluation

Through user testing, we found our design effectively addressed the key insights uncovered in research. Users reported improved ease of navigation, reduced reliance on staff, and fewer distractions while shopping—demonstrating alignment with our design goals and validating the concept’s impact.

01
Insight

🧭 Navigation

✅ Ability to Simplify Navigation

✅ Time spent

❌ Ease of directions

02
Insight

💬 Communication

✅ Effectiveness of the communication features

✅ Minimise the need for staff interaction

03
Insight

🧠 Distraction

✅ Effectiveness in minimising distractions

❌ Identify points of distraction

✅ Refocus users after distractions

❌ Impact of the categorised basket

Learn More

This is just a glimpse into what we tackled over 13 intense weeks of design and development. If you're curious to dive deeper, feel free to check out the full visual report we submitted at the end of the project. I’d also be more than happy to chat in detail about the process, insights, or anything else that sparked your interest!

Visual Report

Take a closer look at our final report, which covers everything from user research and design rationale to testing outcomes and reflections. It’s a comprehensive snapshot of the entire project journey—packed with insights, visuals, and key takeaways.

Take a look! 👀

App Key Features

Take a closer look at our final design, featuring detailed explanations of the key features, branding, and design choices.

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