Final Reflection

I was very excited for this class as I know that interdisciplinary work is a vital part of any ID job and I especially was curious about UX design and what collaboration with CS means for a designer. I was very proud of our final product and really enjoyed my time solving problems in a way I have never done before. I definitely was happy to have the opportunity to practice design research and user testing with a product that wasn’t as focused on physical ergonomics but more on emotional perception. I don’t think it was this this class in particular, but I had a very overwhelming work load this semester and I definitely do not think that having two “studio projects” helped the situation which is what this class felt like. I really loved the discussions we had in class about UX design, I think the informal atmosphere really got me interested in the subject and it definitely inspired me to look into more UX focused projects in the future. I think the pace for the final project was good, it definitely started a little slow so that I felt like the steps at the end were a little to big and felt kind of stressful especially because they came at a time in the semester that everyone was dealing with a lot of work in their other classes as well.

While I really enjoyed the class and am glad I took it, there are definitely some things I wish were different. I learned a little about the work of CS students and what sort of things they need to consider when coding,  but not quite as much as I had hoped. I wished that the class had taught me the basics of coding or at least just understanding what happens when someone sits down to make an app. Sure I was able to design the interface on illustrator but I know how to do that and I felt like this class had major potential to teach me something unique. I feel like each student just stuck with their individual strengths and weren’t given the opportunity to learn something new. I feel like I could have easily done what I did for this project as any other studio project and maybe I wouldn’t have a functional prototype at the end, but its not like I did that for this project anyways. I know its hard with the weird timing of the class meeting times, but I definitely think we could have had more “workshops” to at least build our understanding and of the subject so at the very least I could feel comfortable talking with a CS person about what needs to happen or what they are doing, even if I myself am unable to do it. The whole project I would come up with ideas but I wasn’t quite sure if it was actually feasible and I still wouldn’t know. As a designer I think I could come up with more successful designs if I know what can be done or what is the most efficient way to solve a problem. The last thing I think that should be improved for the class was communication. The blog was a good idea but definitely had a learning curve (maybe thats just me haha) I found myself missing announcements and wasn’t sure quite how to post or what exactly the professors wanted from my post. I also felt as if we received the specifications for due dates at a very short notice if at all. I would talk to other groups and everyone seemed to have a different idea of what we needed to do. Despite these few issues which is expected of a beta class, I believe my group maintained a good dynamic and handled the whole project very well and I am glad to have gained the experience.


Children in grocery stores

We pivoted slightly with our idea…..

Problem statement: How can the grocery shopping experience engage children to encourage learning and reduce misbehavior?

Solution: App that can be used by children to help their parents grocery shop

Stakeholders: Parents, children, employees

Our presentation is attached below and it goes into more information:

children in grocery stores.pdf.crdownload

Updated Version: children-in-grocery-stores

The problem with grocery stores

Problem Statement:

A 2015 Consumer Reports study shows 12 of the most common grocery store shopper complaints include:

  • Confusing Layout
  • Out of stock on basic, non-sale items
  • Out of stock on advertised items

Design Consideration: 

How can the experience in a grocery store be more informative about the state of the store to assist customers and employees?


Why are they at the store and what do they need to accomplish?


  • Making shopping list, finding deals, locating items


  • Restocking, helping customers, cleaning/organizing, checking out

User Journeys:


Before going to the store:

Planning shopping list, recipe/item recommendation, check for sales/coupons, look up nearby stores

At the store:

Map locations for list (perishables last), find specific items, ping employee for problems, notify item needs restocking, notified of sales walking by, something to distract child?

After the store:

Found everything?, alerted when unstocked item is restocked, recommended recipes based on what bought?


Before going to the store:

Knowing about promotions or sales in the store, communicating with managers and other employees, suggest items to customers (weekly employee recommendation to encourage customers to try new products or recipes gives you a connection to the people working there)

At the store:

Getting called to different areas of the store (are the checking lines full?), restocking items, helping customers find/reach things, cleaning up messes (mopping floors, cleaning shelves and fridges), returning shopping carts, rearranging the store (moving sale items to the front), tracking breaks

After the store:

Track hours, employee incentives, they also are probably customers at the store and use the app in that way


Further Research:

Problems with retail:

According to statistics in 2017, 69% percent 1 of customers still prefer to shop in-store rather than online when buying products such as automobiles, phones, apparel, toys, kitchen appliances, tools etc. Since the interest in in-store shopping is still significantly high, it is important for retailers to create value in the experience of shopping to draw customers in their stores. The Vice President of Apple, Ron Johnson explains Apple Store’s success by pointing out to their improved customer journey and mentioning how retail shopping isn’t what is broken but “It’s their lack of imagination—about the products they carry, their store environments, the way they engage customers, how they embrace the digital future.” 2 Denis Ghys, the managing director of These Days, explains the importance of customer journey by stating “You need to design the store of the (near) future, define your proposition and beat out the competition in the process. And it all starts with shaping future customer expectations and paving the way to superior service” 3

With these ideas in mind, our goal looks towards a future where in-store experience is assisted through UX design to build a relationship between the customer and the employees that reduces frustration and makes the whole experience more efficient.


Grocery stores are an important retail situation considering everyone needs food. With this in mind, we decided it would be important to focus our efforts. Here are the main problems we hope discovered regarding the shopping experience:

  • According to the Time Use Institute, the average shopping trip takes 41 minutes. If you multiply that by the 1.5-trip per week average, that’s over 53 hours per year you’re spending in the grocery store.

  • 75% of supermarket shoppers do tend to visit the most conveniently located store, but 25% will go further to get to a store that offers better quality and variety, lower prices, better sales, and a clean location.

  • In 2014, grocery stores offered more than 42,200 items on average.

  • When asked, 30% of shoppers complained of uninformed or indifferent staff

  • 80% of shoppers make between 1 and 10  trips to the grocery store within two weeks. Only 39% of shoppers say they know the employees at the store they shop at.

  • 59% of consumers are motivated to shop at a new grocery because of in-store events and social media engagements. The majority would like the app to include coupons and 73% want current pricing to be available. Additionally shoppers want notifications for special events, product assortment, samples and recommendations from store associates.


Presentation: Problem statement

Slide on — Slide off. Your two-in-one phone case wallet.

Kylie, Vince, Defne


Our target user is a College age female, she is a very social person and likes to keep a busy schedule and needs to have both her phone and wallet with her at all times. The user doesn’t normally carry a wallet in her pocket because her clothing doesn’t have pockets most of the time, or if it does they are too small. Usually she holds her phone in her hand, but also needs to have money doesn’t want to keep track of two seperate objects. Other times she has a backpack or purse and would prefer to just store her wallet while still using her phone.


Post-it note:

“Like the modular approach. Sliding wallet could also be a stand or other things to create a brand.”

Since the project had us focus on a small user sample population, we addressed the needs and desires of that population. However, during ideation, we had also played with this concept. A fundamental function we preferred about the sliding mechanism was its extensibility. As long as an attachment has a corresponding slider, it can be attached. As a real product, each attachment could be specific to the personality of the user we are targeting, and the packaging could market that viewpoint. Additionally, the user would be able to easily buy replacements or different attachments if they get bored with one or if it breaks. It would have a personalized option for the user with easy, interchangeable parts.


Common Feedback: “Too bulky”

Due to the wooden representation of the phone and the thicker fabric used on the wallet portion, many audience members felt that the phone-case wallet was too thick to fit into their pockets. While the prototype would be rather large for pockets, the final product would be manufactured; we can thin down the thickness of the fabric for the accordion and sliding mechanism. Additionally, if we take into our consideration our target user, an in-pocket phone case is not necessarily the main use case. Since female pockets are small to nonexistent to begin with, a smartphone alone would usually be unable to fit. Along with a wallet-case, a bag would be the most likely location to store it. It keeps the essentials close.

Final Presentation: Ideal wallet- Kylie, Vince, Defne

First reading

After reading the two articles one concept I am questioning is monotony. It is interesting to consider when designing experiences because both articles talk about improving lifestyles, and a large portion of developing a successful life style is generating a routine. The first article talks about improving the efficiency of the workplace. When people have a new experience there will probably be a learning curve that for a while, will make someone less efficient than they already were. This connects to the idea of Taylorism because sometimes you can’t teach an old dog new tricks so what logically should be more efficient, actually incorporating it into an existing workflow might just cause problems without proper training.

The second article talks about loyalty and how people build an emotional attachment to their experience and fall come to expect some specific result from that experience. While some users are excited by change and want an experience that is enriching and always transforming, other people might be uncomfortable or almost frustrated if something seems too complicated. As a designer, I am curious about the process of creating a disruptive idea with potential to improve the life of the user but how do you successfully transition them into trusting your experience. How does one decide how obvious to be, because what may seem easy to the creator can be highly complicated to a user and it is important to find the line between creating a subtle, open-ended narrative and just leaving the stranded and not even giving your product a chance.

It’s important that there is some discovery the user does on their own so that they feel a sense of accomplishment and a stronger emotional attachment, but it can’t be too complicated where the user becomes lost or frustrated. I guess that’s why when you create an experience, it can be hard to predict how people will react and so when you are designing, you have to take what is logical and compare it with user testing to see how a real person is going to act based on emotions.