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Smart In-Store Mode

Series
UI 01
Type
DESIGN CHALLENGE
Platform
MOBILE

A white-label app that helps shoppers find items, catch deals and pay without queueing.

RoleProduct & UI Designer (solo)
FormatDesign challenge, about 8 hours
PlatformiOS · Android
MethodsCompetitor analysis · Jobs-to-be-done · Affinity mapping · Sketching · Wireframing
Scan & Go screen with a shopping list over a live product scan in a grocery aisle
Store map in AR orientation mode with a red path on the floor and turn instruction

Scan & Go with the shopping list, and AR orientation in the store map.

Based on a design challenge brief from a Nordic retail-tech company.

The company's name has been removed, and the store brand shown is fictional.

Introduction

The brief

Design a digital solution that improves the in-store shopping experience: help customers find their way, discover relevant products, and engage with promotions and loyalty.

Usability

Is it calm and thumb-friendly?

Hierarchy

What matters most on each screen?

Aesthetics

Does it feel like a real Nordic product?

Introduction

The real question

Why would anyone open an app inside a store? Honestly, most people don't. Including me. When I walk into a store, I usually ask someone where the oat milk is.

So the real design problem became: how do I give people a reason to keep the app open during the whole trip? I built the solution on two anchors that weren't in the brief.

Scan & Go

A real need: scan to build your cart and pay without queueing. It puts the phone in your hand.

Your List

The weekly shopping list lives in the app, not on paper or in a chat. It brings you back every time.

Most people don't open a store app. They ask someone where the oat milk is.

Without them, the rest of the features would never reach anyone.

Introduction

Who it's really for

Before designing anything, I looked at who the company is. They don't run stores: they sell software to grocery chains. That changed everything. This isn't one consumer app, it's a white-label module: one engine that each chain runs under its own brand.

Discover

Research

In a short competitor scan of four Nordic retail-tech vendors, nobody offered a joined-up, customer-facing in-store app. That was the gap.

I then framed shoppers' needs as jobs to be done:

  1. Help me find this item fast.
  2. Show me deals I can actually use.
  3. Help me not forget anything.
  4. Let me pay and leave without queueing.
  5. Make me feel like a loyal customer.
Discover

Persona

A proto-persona based on desk research

Connect

What to solve first

I grouped everything into ten themes, then set a priority order.

Navigation

If you can't find things, nothing else matters.

Deals

Most valuable once navigation works.

List & routine

Where the habit forms.

Loyalty

Feel rewarded during the trip.

Checkout

No friction at the last step.

Connect

Sara's Thursday shop

I mapped her trip in eight moments, from checking her list at home to finding it ready for next week.

  1. 1Before the store
  2. 2Arriving
  3. 3Route
  4. 4In the aisle
  5. 5Scanning
  6. 6Discovery
  7. 7Checkout
  8. 8After the shop

The best moments are when the app makes things easier without you noticing, not when it tries to impress you.

Design

Design principles

Zero-effort context

The app knows you're in the store and adapts.

One thumb, no menus

Every key action within thumb reach.

Calm notifications

Opt-in, location-based, never blocking pop-ups.

Loyalty in the moment

Points are always visible.

Accessible by default

WCAG AA, large touch targets, Swedish-ready.

Design

Three tabs, nothing more

Home

Deals, categories and your list

Scan & Go

The heart of the app

Profile

Loyalty, payment and history

Prototype

From paper to pixels

I started on paper: first a list of what each area needed to do, then the first screens.

Handwritten list of what each app area needs to do
Listing what each area needs to do.
Paper sketches of Home, Scan and Go, Store map and Profile screens
First screens on paper: Home, Scan & Go, Store map and Profile.

10 low-fidelity wireframes covering the whole flow, from Home and store detection to scanning, the map, checkout and profile.

Low-fidelity wireframes one through five: Home, store detection and Scan and Go
Low-fidelity wireframes six through ten: offers, map, AR, cart and profile

Full scrollable views of the Home and Profile screens.

Design

Visual design

Since it's white-label, colour is a setting, not a style. I designed it in a grocery chain's red to show it running in a real store; another chain would switch it to its own colour, and the system adapts.

Accessibility was built in: WCAG AA contrast, 44 pt minimum touch targets, a clear type hierarchy, and support for Sweden's bottle deposit (pant).

AR, but only for a moment

AR orientation runs for a few seconds when you need it, not all the time: a red path on the floor and one plain instruction, like "Turn left in 10 meters". A superpower, not a gimmick.

Two phones showing Scan and Go with a live list over a product scan, and AR store navigation with a floor path and turn instruction
Results

With more time 😉

My favourite idea is a Family List: a shared list that updates live, so if my husband adds batteries while I'm already in the store, I see it right away.

Rush mode

Just the route, no discovery.

Gentle reminders

"You usually buy oat milk on Thursdays."

Staff help

Opt-in help when you're stuck.

Reflection

What I learned

The brief asked for navigation, discovery and loyalty. The most important decision was adding two things it didn't ask for, because without a reason to open the app, none of the rest would ever be used.

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