As part of the MSc in User Experience Design at IADT involved a projectin association with Musgraves. Addressing Musgrave problem statement highlights this brief seeks to create a more enjoyable experience for over 65 shopping experience at Supervalu.
Prior to commencing concise research I spoke with someone from Enable Ireland who emphasised. The breathe and reach that designing for someone elderly impacts design for others.
Desktop research was initially ocnducted by a team of 4 where we partook in a shop with a senior customer at a SuperValu store and then collated our information to extrapolate key points of motivation and inconviences at Supervalu to define the user experience.Some key points taken away from the research are the increasing demographic of people over 65+ The ubiquitous use of smartphones to whatever capacity they are utilized which through these case studies gave prominence to social media despite a range of apps available. Time efficiency and quality of the shop is important just as the price and not to negate from in shop experiences and information available.
I used design components and features compliant with universal accessibility design, assisted by mood boards that fed into the backgrounds of existing apps that look at digitizing essential interactive activities in life such as managing money, tasking tracking, sight aids and medical reminders.
I met with a Ada at Supervalu and accompanied her on her observing and taking notes as she did her weekly shop. With prepared questions for before and after the SuperValu, I then collated observational data with the information from our individual shopping experiences with over 65s to construct and expand our User persona's and goals. Ada was assured of her shopping experience and took me through her regular shop highlighting juxtapositions on what she said versus what she did in the shop and of her shopping habits I was in contact with a 77 year old shooper Phil and a 72 year old shopper Jerr who both held phone conversations guiding me through their shopping experiences that were invaluable information that honed down on some common points of experiences and distinguished other ones based on physical and family dynamics that i considered in the designing of the app
Key points for Ada were remembering what was already at home, backtracking through the isle to review items with take away point of reducing the cognitive load of remembering to enter the list, what had already been bought and family planning.
The next step was the infinite map to organize her experiences alongside Phils, and Jerrrs which paved the way for the most salient design principles to apply.
A storyboard visualized this outcome and formed the users problems statement about quickly shopping and considering the user's community involved.
I started with low fidelity sketches, moving onto wireframing that was then articulated into tasks analysis of typical Supervalu experiences in par with a digital improvement.
Addressing Musgraves point about visualizing overbuying it's the app represents your community and space which you share lists and buy for the same household.
Essentationl engagement through notification so that you can continue shopping without opening your phone and opening an app which varies from reminders,, invites, viewing lists, restocked it's or items that need a top-up.
The app was recieved extremely well by it's participants. It's viable as an investment with increasing older demographic garnering trust within the community with existing technology.