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The Fantastic Four - Smart Cart
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The Fantastic Four - Smart Cart

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The Fantastic Four - Smart Cart Presentation

The Fantastic Four - Smart Cart Presentation

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The Fantastic Four - Smart Cart The Fantastic Four - Smart Cart Presentation Transcript

  • ENHANCING SHOPPING EXPERIENCES AT SUPERMARKET USING THE SMART CART ADVENTURE1 Group 4 – The Fantastic Four Josiah Peterham, Hardik Shah, Abdulrhman Alkhanifer, Hanan Alhussaini Usability Engineering
  • 2 Agenda  Introduction  Our Journey  Persona and Use Case Scenario  Proposed Solution  Prototypes  Results and Evaluation  Wrap-up
  • 3 INTRODUCTION Welcome to the journey
  • 4 Our project is to ….  Enhance shopping experience of users in a Super Market using the Smart Cart.
  • 5 Usability Problems  Users are surprised with an item’s price at the checkout counter. Forced to remove an item from cart since it was over-budget.  Users sometimes forget to bring some items and have to go back and shop again.
  • 6 Group Goals Primary Goals:  Minimize Shopping time by maintaining an updated shopping list  Enhance shopping experience by suggesting items based on user’s buying history  Notify users about the total price for items in cart  Alert user when going over the estimated budget
  • 7 Group Goals – Cont. Secondary Goal:  Reduce the checkout time while eliminating the time taken to wait in a queue
  • 8 OUR JOURNEY How we got here
  • 9 First Ideas  Group Study & Tutoring
  • 10 First Ideas  Group Study & Tutoring
  • 11 First Ideas – Cont.  Smart Shopping Cart
  • 12 First Ideas – Cont.  Smart Shopping Cart
  • 13 Design Process N = 23 Pre-test SurveyShopping visits per month 25 20 9% 1526% Less than 3 10 Yes 3 to 5 5 No More than 5 0 65% Check Item Surprised with Took some Price before a price at the items off due purchasing checkout to over counter budget
  • 14 Design Process Pre-test Survey What People really want:  An app that reads bar codes and shows the price  Remember what they came for (shopping list and missing items)  No problems with cashier system (wrong prices)  Calculator (RIT math skills)
  • 15 Design Process Next Step  People really want a device or an app that show them the updates price and remind them of what they came for
  • 16 PERSONA & USE CASE SCENARIO A simple example
  • 17 Persona  This is Ann  She goes to the super market once a week or twice in case she forgot to bring some items to home  Smart shopping cart helped her to eliminate the number of visits to supermarkets
  • 18 Use Case Scenario A new shopping experience by Hana
  • 19 Use Case Scenario – Cont. A new shopping experience by Hanan
  • 20 Use Case Scenario – Cont.
  • 21 Use Case Scenario – Cont.
  • 22 Use Case Scenario – Cont.
  • 23 Use Case Scenario – Cont.
  • 24 Use Case Scenario – Cont.
  • 25 Use Case Scenario – Cont.
  • 26 PROPOSED SOLUTION Wireframes & workflows
  • 27 Wireframes & workflows – Start Shopping
  • 28 Wireframes & workflows – With List
  • 29 Wireframes & workflows – Without List
  • 30 Wireframes & workflows – New Suggestion
  • 31 Wireframes & workflows – Over Budget
  • 32 Wireframes & workflows – Remove Item
  • 33 PROTOTYPES Implementation
  • 34 Objectives  Allow users to check the details of a shopping item real-time. By that way, they are not surprised with the price of shopping item and are not forced to remove the shopping item
  • 35 Objectives – Cont.  Accept suggestions based on a users’ shopping history and budget (calculated based on his past buying history)
  • 36 Objectives – Cont.  Allow users to scan items by themselves to populate the shopping total. This eventually helps to complete the check out process quick by eliminating the queues, leaving with making the final payment.
  • 37 Prototype - VideoWeb Prototype Link: http://invis.io/G2C81G5K Video Link: http://www.youtube.com/watch?v=N1wEfcr2Lz4
  • 38 RESULTS & EVALUATION Finding from the user study
  • 39 Prototype – Post Test Survey N = 10 Age Group Gender 10% 30% 10% 0% 15-29 Male 30-39 Female 40-49 50 and Above 70% 80%
  • 40 Prototype – Post Test Survey Feedback8 Best Experience7 0% 0%6 The Updated Total 10%5 Strongly Agree The Scanning4 Action Agree3 The Suggestions Disagree 50%2 Strongly Disagree 40% The User Interface1 The Shopping List0 Improved Saved Have This Shopping Shopping Prototype in Experience Time Real
  • 41 Prototype – Post Test Survey  Users reported that they need go through a learning curve to get used to the touch-screen, self scanning of items, etc.  Two users suggested a possible way to get rid of suggestions completely so only the ‘My Cart’ can be viewed  A button which would initiate barcode scan would be more effective as opposed to the always ON barcode scan feature
  • 42 Prototype – Post Test Survey  Display a map showing directions to an item in the supermarket  Interactive help feature to demonstrate how to use the Smart Cart  Have an IVR (Interactive Voice Response) feature built into the software for quick response over commands executed by a user on the Tablet
  • 43 WRAP-UP Conclusion and References
  • 44 Conclusion  There is NOTHING known as INTUITIVE DESIGN!  ‘Wizard of Oz’ is an effective technique as the test is performed in an actual environment with our solution being exposed to actual usability problem faced by the user. It also tests the solution from an ‘easy-of- learning’ and ‘ease-of-use’ perspective  The ‘Wizard of Oz’ technique in our case, not just tested the UI prototypes we were running on the Tablet but also the ease-of-use of the user with the tablet mounted on the cart. Some users reported that they need go through a learning curve to get used with our product overall to get used to it
  • 45 Conclusion  ‘Wizarding’ is NOT EASY! When acting as a wizard practically, it is very difficult to hide from a user while giving him/her a real experience at the same time  When changing screens remotely for a user as a wizard, the user senses the delay pretty quick and that point onwards the experience of the user degrades by a good proportion. Managing the responsiveness of screens based on user’s actions is challenging
  • 46 References  Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design.