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// case study

Oga Navigate

A shopping app for people using neighbourhood grocery shops in Riga. For every item on the list it shows the aisle and the shelf it sits on, and reorders the list to follow the way the store is laid out. The design had to serve two people who want opposite things from the same screen: one is short on time, the other wants to manage without anyone's help.

The Oga home screen: a greeting, a product search field, a button to the shopping list and four action tiles

home

The store map screen: aisles drawn as blocks, the shopper's position marked, and a card naming the next item

store map

The trip summary screen: trip time, items found, and the list of products with their aisle and shelf

trip complete

PROJECT OVERVIEW

THE PROBLEM

Shops rearrange their shelves without telling anyone, and a familiar store turns unfamiliar overnight. None of the apps I audited show where a product actually is, so the only thing left is a member of staff who is rarely nearby.

THE GOAL

Let a shopper search any product and see its aisle and shelf on a live store map, with the shopping list ordered by the route through the shop.

MY ROLE

All of it: interviews and personas, a competitive audit, sketches on paper and on screen, prototypes at both levels of fidelity, an accessibility review.

WHAT THE RESEARCH CHANGED

I started out certain that time pressure was the barrier for everyone. Interviews with two shoppers - a working parent and a retired senior - showed that speed only mattered to one of them. For the other, the thing that mattered was not needing anyone's help. Those two needs are what the rest of the design had to hold together.

FROM PAPER TO SCREEN

I drew the home screen five ways by hand before anything was drawn on a computer. The stars mark the parts that survived - and the survivors came from different versions, which is the reason for drawing five instead of refining one.

PAPER A sheet of paper with five hand-drawn versions of the home screen in a row and a sixth refined version below, with stars marking selected elements
// five variants, one refined screen - the stars are the parts that were kept
LO-FI Five digital wireframe screens connected by prototype links: home, shopping list, store map, product found and trip complete
// the low-fidelity prototype - the whole core flow, connected, before any colour existed

USABILITY STUDY

The study ran in two rounds: the first on the wireframes, the second on the finished prototype to see whether the change had worked. The clearest finding is below.

A dot that meant nothing

WHAT PARTICIPANTS DID

On the map screen every participant paused, and several asked out loud what the dark dot was. The pause was short, but it happened at the exact moment the app was supposed to be helping.

WHY IT HAPPENED

The dot was unreadable because nothing named it. On a map with no legend, a mark means whatever the viewer guesses it means. It was obvious to me only because I had drawn it.

fix: a small "You are here" label attached to the dot. No layout change, no new screen - the smallest possible edit removed the confusion. In the second round nobody paused at the dot.

BEFORE The store map before the study: the shopper's position is a dark dot with no text beside it
// the dot, unlabelled - every participant paused here
AFTER The same map after the study: the position dot now carries a small You are here label
the same screen, one label added
HI-FI The high-fidelity prototype in Figma: the connected screens of the full flow, from the menu and home screen through the list, the map and the product screen to the trip summary
// the high-fidelity prototype - the same flow as the wireframes, with the study's changes in it

ACCESSIBILITY

One of the two people this app is for is a pensioner. That made accessibility a constraint on the first sketch rather than a review at the end.

WHAT I TOOK FROM IT

Designing for a parent in a hurry and a pensioner who wants to manage alone taught me that accessibility is not a tax the design pays. Every change the older persona needed - larger type, stronger contrast, fewer steps, one clear action per screen - made the app faster for the one in a hurry too.

The other lesson is about how cheap the fix was. The problem the study found was solved by three words on a map.

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