1. ENHANCING SHOPPING EXPERIENCES AT SUPERMARKET USING THE SMART CART ADVENTURE
1
Group 4 – The Fantastic Four
Josiah Peterham, Hardik Shah, Abdulrhman Alkhanifer, Hanan Alhussaini
Usability Engineering
2. 2 Agenda
Introduction
Our Journey
Persona and Use Case Scenario
Proposed Solution
Prototypes
Results and Evaluation
Wrap-up
4. 4 Our project is to ….
Enhance shopping experience of users in a Super Market using the Smart Cart.
5. 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. 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. 7 Group Goals – Cont.
Secondary Goal:
Reduce the checkout time while eliminating the time taken to wait in a queue
13. 13 Design Process N = 23
Pre-test Survey
Shopping visits per month 25
20
9% 15
26%
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. 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. 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. 16
PERSONA & USE CASE SCENARIO
A simple example
17. 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. 18 Use Case Scenario
A new shopping experience by Hana
19. 19 Use Case Scenario – Cont.
A new shopping experience by Hanan
34. 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. 35 Objectives – Cont.
Accept suggestions based on a users’ shopping history and budget
(calculated based on his past buying history)
36. 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. 37 Prototype - Video
Web Prototype Link: http://invis.io/G2C81G5K Video Link: http://www.youtube.com/watch?v=N1wEfcr2Lz4
38. 38
RESULTS & EVALUATION
Finding from the user study
39. 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. 40 Prototype – Post Test Survey
Feedback
8
Best Experience
7
0% 0%
6 The Updated Total
10%
5
Strongly Agree The Scanning
4 Action
Agree
3 The Suggestions
Disagree 50%
2 Strongly Disagree 40% The User Interface
1
The Shopping List
0
Improved Saved Have This
Shopping Shopping Prototype in
Experience Time Real
41. 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. 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
44. 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. 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. 46 References
Buxton, B. (2007). Sketching user experiences: Getting the design right and
the right design.