Gaurav portfolio

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Augmenting retail shopper experience through interaction design for non-prepackaged goods Collaborators: Prof. Pradeep Yammiyavar Kanupriya Bachelor Thesis Project August 2011-April 2012 1 Search Selection Packaging Payment

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Design Portfolio Last updated August 2012

Transcript of Gaurav portfolio

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Augmenting retail shopper experience through interaction design for non-prepackaged goods

Collaborators:Prof. Pradeep YammiyavarKanupriya

Bachelor Thesis ProjectAugust 2011-April 2012

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Search Selection Packaging Payment

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AIM

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User’s perspective:To design an improved transaction experience for making buying of non-prepackaged goods in retail environment hassle free and enhance shoppingexperiences in terms of usability vectors (Effective, Efficient, Error free, Easyand Enjoyable)

Retailers perspective:Decreasing transaction time per customer thereby increasing footfalls

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KEY ASPECTS

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• Present systems not aimed at non-prepackaged goods.

• Customers are less compliant with technology.

• Trusts play major role in establishing loyalty towards a particular store.

• Purchasing becoming more of a once-a-week affair, rather than frequentvisits to the neighborhood.

• Customers like to see and feel the product on shop shelf and makecomparisons with other products before making a purchase.

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FIELD STUDY

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FIELD STUDY

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10 stores; divided into four categories, Hypermarts, Superstores, Departmental Shops, and Grocery Shops.

Interviewed Customers, Store owners, employees and managers

Observed Footfalls, Transaction times per customer, Information Channels for customers, Technologies and Techniques employed by retailers

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PROBLEM ANALYSIS

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Type I Type II Type III Type IVOrganized Retail Single Store Players

Big Bazaar, Vishal Reliance Fresh, Easy Day, HUB Departmental Stores Grocery Stores

ProblemsTransaction Time Yes Yes Yes YesPilferage Yes Yes No NoTrolley Yes Yes No NoSpace for movement Yes Yes Partially RarelyStocks get wrongly placed Yes Yes No NoInventory Tracking Yes Yes Partially No

OthersQueues, Customer

service gets effected, Increased Pilferage

Queues, Customer service gets effected

Multiple Billings, Monetary Change, More manpower

required during rush hours

Simultaneous multiple calculations,

Monetary Change

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ACTIVITY DIAGRAM

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INFERENCES

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• Want to pick items themselves

• Prefer buying items having standard price or quantity

• Shopping is more of a family affair

• More information is desired for making purchase decisions

• Change in outlook regarding mobiles, credit cards and e-banking

• Less space for movement due to number of trolleys during rush hours

• Stocks getting wrongly placed and pilferage were main concern areas for retailers

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DESIGN ATTRIBUTES

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• To reduce transaction time

• To promote freedom of choice as per Indian consumer habits

• To reduce manual effort in packaging of non-standard quantity and contents

• To discourage shop-lifting and prevent pilferage

• To integrate everyday transaction process with technology

• To provide customers with information such as price, quality, etc. and aid purchase decisions

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SYSTEM CONCEPTS

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Final System Cycle

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DESIGN INTERVENTIONS

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Exits

Security Check

Billing

Shopping Activity

Takes Trolley/Basket

Enters

Prepackaged Non Prepackaged

Device for customer

Counter Machine

Self take away counter

Shelf tags and Sectional Counters

Hand Device• Payment• Weight measurement• Item recognition• Shopping assistance

Floor Infrastructure• Shelf tags• Sectional counters• Counter machine• Take away Zone

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HAND DEVICE: Conceptualization

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HAND DEVICE: Form Explorations

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HAND DEVICE: 3D Renderings

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DESIGN SOLUTION I & II

• Easy integration with payment and other store components

• Hands free option/ Flexibility• Operational within the store

perimeter 15

Velcro/RubberBand

WeighingMechanism

TagReader

Screen

WeighingMechanism

Support formobile device

Grip

• Greater scope of integration with mobile devices

• Flexibility for shoppers• Ergonomic grip

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DESIGN SOLUTION III

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• Secure transaction: Only after confirmation from the user, items go in the basket• Flexibility: Hand device can be rotated to be viewed from any angle• Raised periphery: Prevents goods from rolling/ falling outside and helps in easy stacking

RotatingPlatform

RaisedPeriphery

Hand DeviceDock

WeighingPlatform

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HAND DEVICE: Interface Design

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HAND DEVICE: Interface Design

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FLOOR INFRASTRUCTURE

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Counter machineFor weight >4 kg user could use these machines to weigh the selected items.

Master Controller in small storescould have charging points for the

hand device

Takeaway Zoneuse hand device

as a key to unlock the box and take

the items

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DELIVERABLES: 3D Environment

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• Hand Device is given• Prepackaged section: scanning of tags• Non-prepackaged section: weighing of goods• Counter machine: for heavy items• Sectional counters: basket handover• Master controllers: for payment• Takeaway zone: Use device as key after payment

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DELIVERABLES: Prototypes

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Mockups Demonstration

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TRANSACTION TIME

Old Layout

New Layout

New LayoutOld Layout

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TRANSACTION TIME

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KEY ADVANTAGESTransaction time reduced• Non-prepackaged section: Removing label printing scale as customers are weighingtheir goods themselves• Reducing queue waiting time at billing counter: list is already prepared, eliminatingscanning of items

Customer effort• Customer does not have to carry the goods from one section to another• Providing complete information through the device

Freedom of choice• Customer can edit/remove items from his list through device• Can shop with fixed amount or quantity• Add the bill to customers’ account (khata system)

Security aspects• Inventory Tracking• Alarm system to ensure device cannot be taken outside the store• Purchased items can be taken with the device as key only when the payment is received

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JUNOS SPACE UX TOOLKITA UX GUIDELINE AND RESOURCE LIBRARY FOR DEVELOPERS

Mentors:Mr. Pradeep Joseph, Design ManagerMs. Rashmi Singh, Interaction Designer

Summer InternshipMay 2011-July 2011

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NEED

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• Design and development of a web based toolkit to accompany the existingplatform Junos Space. It was designed to guide the developers, and helpensure that the applications follow essential UX guidelines and areconsistent.

• The existing style guide had concentrate information and was goodenough for internal developers but for outside developer communitiesdetailed guidelines were needed so as to have consistent applications onthe platform across the globe.

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UX TOOLKIT

Interface Design

Formulating Guidelines

PARALLEL PROCESSES

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Extensive study of the PlatformStudying the existing style guideMaking a comprehensive list of all the components of the applicationsIdentifying and documenting consistencies

BACKGROUND

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Documentation reviewed by a group of designers, developers and projectmanagers.Reviews gathered and updated via three stage iteration of guidelines.Finally tested with developers and designers.

UX GUIDELINES

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INTERFACE DESIGN: Sketches

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INTERFACE DESIGN: Sketches

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INTERFACE DESIGN: Card Sorting

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Card sorting was done to categorize all the documented components.The session involved 3 designers, 2 developers and a project manager.

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INTERFACE DESIGN: Initial IA

9The Initial IA was formulated to kickstart the Interface design of the toolkit.

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INTERFACE DESIGN: Wireframes

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INTERFACE DESIGN: Concept UIs

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FINAL PRODUCT

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Gaurav was involved in the initial brainstorming, conceptualization,prototyping and final implementation of the tool kit. Gaurav exhibitedexcellent skills of professionalism throughout his internship tenure. He wentthe extra mile to complete the work on time and has left a positiveimpression on the team as a whole.

-Mr. Pradeep JosephUX Design ManagerJuniper Networks

RECOMMENDATION

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PICK CHOOSE EXPERIENCEAn Apparel Store Installation

Collaborators:Asst. Prof. Keyur SorathiaKanupriyaParesh Joshi

Interactive Communication ProjectJanuary 2011-April 2011

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OBJECTIVES

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• Identify the key technological trends driving change in apparel retailing.• Creating a flexible in-store environment through design installation,

ensuring that each visit will feel like a brand new experience.• Empower customers by providing them with interactive tools needed to

make an informed purchase decision.

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BACKGROUND STUDY

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MIND MAP

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KEY ASPECTS

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Retail experience

customer-centric

approach

dynamic use of space

unparalleled experience

simplicity and ease of use

likeminded products and services into

retail environments

assistive technologies

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INITIAL IDEAS

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FINAL CONCEPT

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INSTALLATION MODEL

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PROTYPING

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Arduino Circuit Flash Interface

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INSTALLATION

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Design of a Board Game for 4-8 year olds (classes Kg–I/II) that can be incorporated in the school curriculum to make learning a fun activity

Guide:Prof. Ravi Mokashi Punekar

Design ProjectAugust 2010-November 2010

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NEED

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• Learning through Board Games in children is very important at in earlyeducation stage to equip them with adaptive learning, built their strategicmind and to create a spirit of winning.

• There are lots of educational board games, but there are virtually no onesfor children of such smaller age groups where they can perform the basictasks and acquire primary knowledge.

• It is important not only to provide primary education and awareness to thechild but also to induce an environment for social interaction.

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KEY ASPECTS

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Child Development• Stages of intellectual development• Language Development• Play and Development stages

Gameplay• Learnability• Understandability• Colorful• Result oriented

Syllabus• Mostly Oral education• A-Z Words• Addition/Subtraction• Tables till 10

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USER CENTRED ANALYSIS

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• Field Trips to Primary and Pre-primary Schools

• Analysis of existing board games; pros and cons

• Understanding users’ mental model

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INITIAL IDEAS

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FINAL CONCEPT- Scrapbook Stars

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Basic Gameplay-•To perform simple mathematical operations with the two dice.

•Then picking up the same colored card from the card decks

•Then identifying (KG Classes) or spelling (Classes I/II) the object drawn on the card.

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STRENGTHS

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• Requires no rehearsal or learnability• Surprise element is always present• The teacher or instructor can use only those set of cards that are taught in

the class, from the given universal set.• Covers the basic preparatory coursework

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PROTOTYPING

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USER TESTING

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GaMa i- Garbage Management InnovationsHospital Waste Disposal System

Collaborators:Prof. Matti Hamalainen, Research Manager, Aalto Design Factory, FinlandProf. Jayanta Chatterjee, Head, Industrial & Management Engg. IIT KanpurSiddhart Bathla (IIT Kanpur)Paridhi Khaitan (ITM Gurgaon)Aditi Dhamija (NID Bangalore)

USID GURUKUL 2010August 2010-September 2010

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SITUATION

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THE UNSTRUCTURED SITUATIONthe medical chaoxity

chaoxity = chaos + complexity

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STRUCTURE

3PATI

ENTS

PRO

VISI

ON

SPR

OCE

DU

RES

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STRUCTURE

4PATI

ENTS

PRO

VISI

ON

SPR

OCE

DU

RES

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SOLUTION

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The Solution is known, but its hardly implemented.There is a comprehensive law since 2nd June year 2000.

segregatesegregatesegregate

at origin

at storage

at disposal

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SEGREGATION

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THE REAL PROBLEM: Waste

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The problem is

not imaginary

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SERVICE DESIGN THINKING

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Garbage Management Innovations

GAMMA I

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Color coded bins with visual ‘do’ & ‘don'ts’ – visual factory

Periodic of ward boys , sweepers and paramedics

Segregation campaign using TQM and Kaizen methods

SERVICE DESIGN THINKING

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IMPLEMENTATION MODEL

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Develop outsourced local autoclaves and digesters- Distributed by GamaI

Develop low cost shredding and compacting solutions

Develop alternative business models & revenue stream

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IN HOUSE AUTOCLAVING

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AWARENESS PRESENTATIONS

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