Skip to main content

Project 3 - Conceptual & Physical Design


Storyboard

Task 1: Select items and Task 2: Scan barcode
In our proposal, the action of selecting items and scanning barcodes are done simultaneously. When a user selects an item and puts it inside his shopping basket or bag, the item is automatically added to the virtual cart in our application and the user does not have to scan the barcode.

Task 3: Make Payment

Alternative Designs (Crazy 8)

We are applying the Crazy 8 method to our interface design project in order to generate ideas fast. Each of us has eight minutes to create eight alternative interface sketches in this quick and enjoyable activity. It encourages creative thinking and the generation of as many different ideas as possible without being overly concerned with details. At the end of the activity, we discuss and choose the best idea for each concept by voting. This enables us to see several options and identify the most promising concepts for further development.

Below is the overview of our Crazy 8 exercise of interface design.

Alternative Design 1 - Tan Yi Ya

Alternative Design 2 - Teh Ru Qian

Alternative Design 3 - Lam Yoke Yu

Alternative Design 4 - Goe Jie Ying

Voting Result
Tan Yi Ya Teh Ru Qian Lam Yoke Yu Goe Jie Ying

Wireframes

The following is the wireframes for the entire application:


In the proposed system, some tasks identified in the task analysis are simplified or superseded with another action.

Wireframe for Task 2 - Scan Barcode

Scan the barcode provided before entering the store. Previously, the task identified was to scan the barcode of the selected items before checkout. However, in the proposed system, the user would need to scan the barcode or QR code as in checking-in to the shop.

Wireframe for Task 1 - Select item and Add to Cart

Select the desired item from the shelf, and it will be automatically added to the cart.

Wireframe for Task 3 - Make Payment

When the users are done shopping and walk out of the store, the payment will be automatically processed and a receipt will be generated.



Reason or Justification of the Design

1. Similarity
The principle of similarity is applied in the functional buttons in the menu section as shown in the figure below. Each functional button maintains the same size and format, ensuring uniformity. Additionally, each button is accompanied by an icon that reflects its specific same level function, enhancing user understanding and recognition.



2.Consistency
The principle of consistency is applied throughout the app by keeping the 'Take N Go' logo at the top left corner of every page of the functions. Additionally, the menu and user profile icons are always in the same place on each page. This makes it easy for users to navigate since they always know where to find these key features. The consistent layout helps create a smooth and user-friendly experience.



3.Figure & Ground
In the navigation page, we apply the principle of figure and ground by making the 'Navigate' text and search bar (the figure) stand out against a white background (the ground). This helps users focus on essential elements for navigation, enhancing readability and usability. Therefore, users can easily locate the search bar and swiftly navigate to the item they want to buy.

4. Dialogue
We also integrated dialogue as a design principle to inform users when an item they search for is unavailable. This prompt simply notifies users about the unavailability of the item and allows them to return to the navigation page to continue their search.

5. Enclosure The principle of enclosure has been effectively applied in our application, particularly in the user sign-up pages. In the figure shown below, the enclosure creates a clear separation between the section for user information and other icons on the page. This distinct visual boundary makes it easy for users to identify where they should input their personal information to sign up for an account.

6. Continuity
The principle of continuity is evident during checkout, where our users seamlessly transition as they step out from the store. The app deducts the payment directly from their wallet, enhancing the user experience by maintaining seamless shopping within the store using the app. As shown in the figure, when the user completes shopping and exits the store, the system will automatically deduct the payment and display a successful payment page to the customer. This facilitates the customer's continuity .
In the total expenses checking page, users can seamlessly access a detailed buylist by clicking on the total price of the receipt. This feature promotes continuity and ensures users can easily review all items they have purchased, enhancing their shopping experience with comprehensive tracking capabilities.

7. Error handling
In our application, error handling is also incorporated into the navigation page. When a user searches for an item that is not found or enters an incorrect item name, the system prompts a message informing them of the item's unavailability. This message allows users to refine their search and try again, ensuring they can continue their shopping experience without interruption. This mechanism provides clear feedback and maintains the continuity of the user's navigation and search process. 

Description of Incorporation of Design Requirement into App Design

1. Add a handheld scanner to help users scan the products
Instead of adding a handheld scanner, we discovered a more convenient method in our prototype to address the issue of scanning hard-to-reach items. We implemented a feature that automatically adds items to the digital cart as soon as the customer places them in the trolley. This design significantly aids our target users by eliminating the need to scan barcodes at the self-checkout counter. Customers simply place items in their trolley, and our system records their purchases instantly in the application.

2. Implement face recognition functionality
The Take N Go app integrates facial recognition (FR) at the sign-in stage, allowing all users entering the store to be recognised. As users enter, cameras would capture their faces, matching them with the identity recorded when the user scanned the QR code at entry. To enhance security against theft, an alarm would sound if one was not checked in at the entry. Thus, a user must be signed in to the application and scan the QR code before they enter the store.

3. Offer the user to choose self-service or staff assistance
When initially designing our system, we considered offering users a choice between two methods to change their payment method based on user feedback. However, we have now developed a more efficient solution. Users can directly select their payment method within the application, enabling them to add multiple methods or link to a bank card. In the event of payment failure, the system automatically switches to an alternative payment method until successful payment is achieved.

4. Provide a clear instruction for user to enter the card
To simplify the payment process, users can now link their bank card within the application. This eliminates the need to carry a physical bank card, as the payment amount will be directly deducted from the linked bank account or card after the users step out of the store. By following these steps within the app, users can easily manage their payment preferences and complete transactions seamlessly.

Interaction Metaphor
1. Magnifying glass as Search button


In interface design, the magnifying glass symbol used as a search button is a powerful metaphor. This icon represents the process of looking for an item, just like the way to use a magnifying glass to look closely and find details in the real world. The magnifying glass icon in a digital interface by default tells users that clicking on it will help them search and find information, just as a magnifying glass lets people see things more clearly and find what they're looking for.

2. Image of a person as User Profile button

A person's appearance, usually shown as a head and shoulders silhouette, is a metaphor in digital interfaces for obtaining access to the user profile. This metaphor draws from the real-world concept of identity and personal representation. Just as a portrait represents an individual in the physical world, this icon signifies the user's personal space within the digital environment. When users see this icon, they intuitively know that clicking it will take them to their profile, where they can access and update their personal information and account settings.

3. Three horizontal lines as Menu button
Digital interface menu buttons are represented by the three horizontal lines, commonly referred to as the "hamburger menu." This metaphor is based on the visual similarities of a traditional paper list or menu, with items stacked one over the other. The three horizontal lines icon, similar to a printed menu, indicates that clicking on it will disclose a list of options in this system. 4. The left and right button to change the pages of promotions and offers


The promotion and offers section in the home page of the app has a left and right arrow and the sides. This is akin to flipping through pages of a book or magazine. Users would tap the left button to go backward through the pages and right button to move forward, just like turning pages in physical publication. This metaphor is intuitive and familiar, making it easier for users to understand how to navigate through promotions and offers.
5. Tick mark to show that the users is checked into a store

After the user scans the QR code at the store and successfully records, the tick mark with the word “verified” will be displayed, indicating their presence. In everyday use cases, the tick mark always means correct and done. Thus, the tick mark here is a visual cue that reassures users that they are checked in.
6. The plus sign as Add Signal
There is the plus sign in all the buttons in the payment page. This interface metaphor utilises the universal understanding of mathematical symbols. In this metaphor, the plus sign (+) serves as a visual cue to indicate the action of adding something, in our case, to top-up the wallet, to add a bank account and to add a new card.

Comments

Popular posts from this blog

Project 4 - Prototyping and Evaluation

Introduction   In project part 4, we conducted our prototyping and evaluation of the TakeNGo app. TakeNGo revolutionizes the shopping experience by allowing customers to effortlessly grab items and walk out of the store, with payments seamlessly handled through an in-store mobile app linked to their e-wallets. The three main tasks users need to perform are: Scan  QR code Select items  Make payment We created high-fidelity prototypes using Figma, incorporating the wireframes and design ideas from project part 3. Each team member was assigned different features of the TakeNGo app to complete the prototypes on time, allowing us to move to the next process: user testing and evaluation. In the testing and evaluation process, we prepared briefing notes for our 3 targeted users, which consists of Lee, the busy professional. Joseline, the inventory manager with her sister, Jacqueline and Emma, the disability person. Then, we asked the users to use the app i...

Project 2a - Task Analysis and User Observation

Introduction During the shopping process at the mall, stakeholders including busy professionals, inventory managers, and seniors or disabled people utilise self-checkout technology for seamless transactions. They begin with selecting items, browsing through the store's aisles to find their desired products efficiently. Next, they effortlessly scan barcodes using either barcode scanner or manual entry options provided by the self-checkout system. Finally, making payments is a breeze, with a variety of options available, including contactless payments for speed and convenience. This streamlined process ensures a smooth shopping experience for all stakeholders, catering to their diverse needs and preferences. Hierarchical Task Analysis Derivation Task 1 - Select Items Busy Professionals Video link :  https://youtu.be/nvLW_7PVioo ...