project

Supermarket Navigation Accessibility

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

iterative design

Research & synthesis

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:

Signage

The signage was often hard to read as there was either no signage or to much making it difficult to read.

Staff

Many user where too shy or had bad experience with staff previously.

Product availability

User found that produce where often no on the self and did not know what alternate item to get.

Sidetracked

Users found they would get drawn into sales if items they don’t need.

Difficulty finding item

User often found they where unable to find items as they where often placed in weird aisle or crammed onto a shelf.

Over stimulating

Users often found the environment to be overstimulating with bright light loud music and overcrowd aisles.

Decision paralysis

When faced with two similar items user found they had decision paralysis feeling pressured to find the right item is an overstimulating environment.

Impulse buys

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.

iterative design

Core Insights

We synthesised our user research findings into three key insights.

Insight 01

Navigating a supermarket with an overwhelming number of products and inconsistent placement can disadvantage individuals with disabilities, resulting in an inaccessible shopping experience.

Insight 02

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.

Insight 03

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

problem statement
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.
iterative design

Concept Selection

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.

Navigation

Assessed support for finding items and improved signage.
(Insight 01)

Shopping Experience

Focused on user interaction with staff and checkout.
(Insight 02)

Cognitive Load Reduction

Measured the reduction of overstimulation and distractions.
(Insight 03)

iterative design

Protyptyping

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

Low-fidelity

A low-fidelity prototype was a very minimal app wireframe and physical prototype that assisted in visualising and bringing the idea to life.

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.

iterative design

Testing against goals

We established a framework aimed at testing if the design effectively addressed the opportunities identified in our research insights.

Insight 01
Aiding Navigation

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.

Insight 02
Communication

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.

Insight 03
Distraction

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.

iterative design

Results

We established a framework aimed at testing if the design effectively addressed the opportunities identified in our research insights.

Navigation

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.

Communication

Users found efforts to simplify communication positive, requiring assistance less when using the app. When necessary the in-call app provided better convenience.

Distraction

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.