How to assist people with cognitive disabilities access a supermarket, which most people take for granted.
Our user research provided both qualitative and quantitative results that provided a more holistic overview of the trends of personal experiences from people that exist within
our problem space.
64% of survey respondents said they found store layouts confusing.
We used an affinity digram to explore all the primary data we collected in order to highlight the pain point present in groceries stores today some key finding include:
The signage was often hard to read as there was either no signage or to much making it difficult to read.
Many user where too shy or had bad experience with staff previously.
User found that produce where often no on the self and did not know what alternate item to get.
Users found they would get drawn into sales if items they don’t need.
User often found they where unable to find items as they where often placed in weird aisle or crammed onto a shelf.
Users often found the environment to be overstimulating with bright light loud music and overcrowd aisles.
When faced with two similar items user found they had decision paralysis feeling pressured to find the right item is an overstimulating environment.
users found they they would impulse buy items, if they where hungry felt like it or believed it could fit into the budget but found it causes them to overspend.
We synthesised our user research findings into three key insights.
Navigating a supermarket with an overwhelming number of products and inconsistent placement can disadvantage individuals with disabilities, resulting in an inaccessible shopping experience.
Individuals with learning disabilities often struggle to communicate with staff and face barriers in checkout services; this results in a poor shopping experience, creates an unwelcoming environment, and hinders their ability to obtain basic needs.
Reducing cognitive load in supermarkets makes shopping more accessible and easier, helping individuals stay focused on their list without impulsive buying or getting decision paralysis in a busy environment
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.
After fast-paced ideation to generate different and unique ways to approach the problem, we used a Decision Matric to determine the most suitable concept. This evaluation tool allowed us to compare our design options against specific criteria, helping us identify the concept that best addressed our key insights.
Assessed support for finding items and improved signage.
(Insight 01)
Focused on user interaction with staff and checkout.
(Insight 02)
Measured the reduction of overstimulation and distractions.
(Insight 03)
Through valuable user testing processes, careful iteration was undertaken to create a more user-centred design.
A low-fidelity prototype was a very minimal app wireframe and physical prototype that assisted in visualising and bringing the idea to life.
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.
Product finding: How well the design helps users navigate the store and find products.
Store Navigation: Test how easy it is for users to follow the app’s navigation directions.
Time saving: Evaluate how much time users spent by following a pre-planned route through the store.
Staff interaction: Assess how effectively the app reduces the need for direct interaction with store staff
Distraction: Where did users get the most distracted?
Effective communication: How well the app’s communication features assist users in interacting with store staff.
Minimise distraction: Assess how well the app’s navigation keeps users focused on their shopping list.
Refocus: Evaluate how quickly the app helps users regain focus after being distracted.
Basket organiser: Determine if the categorized basket helps reduce impulsive purchases by providing structure.
We established a framework aimed at testing if the design effectively addressed the opportunities identified in our research insights.
Testing demonstrated that the app simplified navigation efforts for users, finding products much easier when using the app compared to the baseline test, spending time mindlessly searching aisles.
Users found efforts to simplify communication positive, requiring assistance less when using the app. When necessary the in-call app provided better convenience.
The impression of the app was highly effective at meeting the need for reducing distractions, particularly due to the optimised navigation routes. Users tended to encounter fewer distractions, demonstrating success in reducing unplanned purchases.