Pantopoleío the grocery app
Project overview

The product
Pantopoleío is a grocery ordering app for a local store who targets walk-in customers as well as existing customers who already order groceries online within a radius of 10 Kms radius from the store location.

Project duration
May 2022 - June 2022

The problem
Most apps available in the market were plagued with too much information/advertisement. None of the apps offered any sort of assistive technology.

My role
UX designer leading the app design from conception to delivery.



The goal
Design a simple, inclusive groceries ordering app with a translate feature.

Responsibilities
Conducting interviews, paper and digital wireframing, low and high-fidelity prototyping, conducting usability studies, accounting for accessibility, and iterating on designs.
User research: summary
I conducted interviews and created empathy maps to understand the users I’m designing for and their needs. Primary user groups identified through research were adults between the age of 20-55 years who don’t have time to visit stores in person.
The user groups confirmed initial assumptions about grocery ordering but research also revealed that time was not the only factor limiting users from visiting stores. Other user problems included obligations, interests, or challenges that make it difficult to go to the store in person.

Pain points
1
Time
Full-time students and working adults are too busy to spend time going to stores.
Persona: Rachel
Problem statement:
Rachel is a 20-year-old full-time student who needs a translation feature because English is not her native tongue.
2
Accessibility
Platforms are not equipped with assistive technology.
3
Information Architecture
Text-Heavy menus in apps are often difficult to read and order from.

User journey map
Mapping Rachel’s journey revealed how helpful it would be for users to have a grocery delivery app delivered to their home which has an Assistive technology like translate feature.

Paper wireframes
Taking the time to draft iterations of each screen of the app ensured that the elements that made it to digital wireframes would be well-suited to address user pain points. For the home screen, I prioritized a quick and easy ordering process to help users save time.

Digital wireframes
As the initial design phase continued, I made sure to base the screen designs on feedback and findings from the user research.
The grocery categories provide less text-heavy content

The translate button on the home screen is provided for easy access to Non-English speakers
Low-fidelity prototype
The low-fidelity prototype connected the primary user flow of order groceries, so the prototype could be used in a usability study with users.

Usability study: findings
1
User flow
Standardized ordering processes are appreciated by users.
2
Translate
Translation language options can have more options. Currently only has Spanish
Mockups





High-fidelity prototype
My hi-fi prototype followed the same user flow as the lo-fi prototype. It included the design changes made after the usability study, and several changes suggested by members of my team.

Accessibility considerations
1
Used icons to
help make
navigation easier.
2
Language translated feature for Non-English speakers.
Takeaways

Impact:
The app makes users take less stress visiting and ordering groceries with a simple flow. It is less distracting and time-consuming.
One quote from peer feedback:
“The app made it so simple to order.”

What I learned:
While designing Pantopoleío’s grocery delivery app, I learned that the first ideas for the app are only the beginning of the process. Usability studies and peer feedback influenced each iteration of the app’s designs.
Next steps
1
Conduct another round of usability studies to validate whether the pain points users experienced have been effectively addressed.
2
Add more language options.
3
Explore ways to incorporate the “My list” feature which remembers the users preferences.