How to assist people with cognitive disabilities access a supermarket, which most people take for granted.
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.
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.
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.
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.
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.
Description
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Description
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Description
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We synthesised our user research findings into three key insights.
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.
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.

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

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

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

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.
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.
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.

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.
✅ Ability to Simplify Navigation
✅ Time spent
❌ Ease of directions
✅ Effectiveness of the communication features
✅ Minimise the need for staff interaction
✅ Effectiveness in minimising distractions
❌ Identify points of distraction
✅ Refocus users after distractions
❌ Impact of the categorised basket
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!
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! 👀Take a closer look at our final design, featuring detailed explanations of the key features, branding, and design choices.
Take a look! 👀