GoGrocery

GoGrocery is a concept mobile app for local grocery stores, designed to address two common sources of friction in physical shopping: finding products in-store and waiting at checkout.

date

June 2026

Role

Product Designer

Self-initiated concept

Challenge

Design a mobile app for a local grocery store that minimizes the time spent searching for items and waiting in checkout lines.

Challenge

Design a mobile app for a local grocery store that minimizes the time spent searching for items and waiting in checkout lines.

Solution

GoGrocery brings product discovery, aisle-level navigation, shopping lists, Scan&Go, and checkout into one connected flow. The concept aims to make in-store shopping faster and easier to navigate.

Solution

GoGrocery brings product discovery, aisle-level navigation, shopping lists, Scan&Go, and checkout into one connected flow. The concept aims to make in-store shopping faster and easier to navigate.

See the final design in action - full interactive flow in Figma

See the final design in action - full interactive flow in Figma

Process

This project followed a Design Thinking-inspired process, moving from exploratory research and defined assumptions through prototyping and an AI-assisted design review.

Process

This project followed a Design Thinking-inspired process, moving from exploratory research and defined assumptions through prototyping and an AI-assisted design review.

User research

Two shopping patterns were created from exploratory research, my own assumptions, and AI-assisted synthesis. They served as working hypotheses for the concept.

User research

Two shopping patterns were created from exploratory research, my own assumptions, and AI-assisted synthesis. They served as working hypotheses for the concept.

Quick Solo Trip

Prioritizes speed and efficiency - every second counts.

Full Weekly Haul

Struggles with physical fatigue and backtracking across the store.

Competitor audit

5 apps audited - 3 critical gaps identified.

Competitor audit

5 apps audited - 3 critical gaps identified.

Full competitor breakdown - Google Sheets - Comparison Table

Findings and insights - Google Docs - Research Report

Personas

Two personas were created from the shopping patterns. They helped me explore contrasting shopping contexts and design needs.

Personas

Two personas were created from the shopping patterns. They helped me explore contrasting shopping contexts and design needs.

Pain points

Two problem hypotheses were selected to guide the concept. They would need to be validated with real shoppers before further product development.

Pain points

Two problem hypotheses were selected to guide the concept. They would need to be validated with real shoppers before further product development.

01

Time-consuming navigation

Shoppers feel stressed when they can't find items quickly.

This guides the design to prioritize clear, instant access to product location data.

02

Physical and mental fatigue

Navigating a large store with a long list is exhausting.

This guides the design to focus on organizing the shopping process to reduce unnecessary movement.

User Journey Maps

I mapped two scenarios to explore possible friction points and opportunities that shaped the concept’s core features.

User Journey Maps

I mapped two scenarios to explore possible friction points and opportunities that shaped the concept’s core features.

Explore the maps in detail: Google Sheets - User Journey Maps

Problem & Hypothesis statements

Problem & Hypothesis statements

Problem statements

Hypothesis statements

User stories & User flows

Expand the User story and explore the User flow.

User stories & User flows

Expand the User story and explore the User flow.

Explore in more detail: FigJam - User Flows

Persona - Jakub Nowak

User story 1

As a busy developer, I want to see the exact aisle location of a product on my phone so that I can complete my purchase instantly and avoid wandering around the store.

User story 2

User story 3

Persona - Maria Wilk

User story 1

User story 2

User story 3

Information Architecture

The IA was mapped out to define the app's structure and navigation hierarchy before moving into wireframing.

Information Architecture

The IA was mapped out to define the app's structure and navigation hierarchy before moving into wireframing.

Explore in more detail: FigJam - Information Architecture

Wireframes

Wireframes

Lo-Fi Wireframes

I used Crazy Eights to sketch out multiple layout ideas quickly before moving to Figma. The format - 8 sketches in 8 minutes - keeps the pace fast and helps avoid getting attached to one solution too early.

Lo-Fi Wireframes

I used Crazy Eights to sketch out multiple layout ideas quickly before moving to Figma. The format - 8 sketches in 8 minutes - keeps the pace fast and helps avoid getting attached to one solution too early.

Find & Navigate flow

The core flow addressing the main pain point: helping users locate a product and navigate to it in-store without wandering.

Find & Navigate flow

The core flow addressing the main pain point: helping users locate a product and navigate to it in-store without wandering.

Purchase Flow

Covers the full shopping session from list to checkout, including the Scan&Go feature for a faster in-store experience.

Purchase Flow

Covers the full shopping session from list to checkout, including the Scan&Go feature for a faster in-store experience.

Mid-Fi Wireframes

Black-and-white Figma frames focusing on layout structure and component placement, before visual style was applied.

Mid-Fi Wireframes

Black-and-white Figma frames focusing on layout structure and component placement, before visual style was applied.

Find & Navigate flow

Find & Navigate flow

Purchase Flow

Purchase Flow

Hi-Fi Design

The final visual design with colour, typography, and real content applied across both key flows.

Hi-Fi Design

The final visual design with colour, typography, and real content applied across both key flows.

Find & Navigate flow

Find & Navigate flow

Purchase Flow

Purchase Flow

See the final design in action - full interactive flow in Figma

See the final design in action - full interactive flow in Figma

Test Plan

Before finalizing the concept, I used an AI-assisted scenario walkthrough to challenge the key flows from five hypothetical shopper perspectives. This was not real usability testing, and no participants were recruited. I treated the output as a design critique: a way to surface potential risks, prioritize questions, and decide what I would test with real users next.

Test Plan

Before finalizing the concept, I used an AI-assisted scenario walkthrough to challenge the key flows from five hypothetical shopper perspectives. This was not real usability testing, and no participants were recruited. I treated the output as a design critique: a way to surface potential risks, prioritize questions, and decide what I would test with real users next.

KPIs

These three metrics were selected for a future usability study with real participants. No quantitative results were collected in this concept project.

KPIs

These three metrics were selected for a future usability study with real participants. No quantitative results were collected in this concept project.

Potential Usability Risks

The AI-assisted walkthrough surfaced four potential usability risks. These are hypotheses to validate with real users, not confirmed findings. I prioritized them using my own design judgment.

Potential Usability Risks

The AI-assisted walkthrough surfaced four potential usability risks. These are hypotheses to validate with real users, not confirmed findings. I prioritized them using my own design judgment.

P0

High Contrast for Faster Shopping

The map's pale colors and thin route line made the path hard to follow at a glance, slowing users down mid-shop.

Design response: Increase map contrast and use a thicker, more visible route line.

P1

One-Handed Design for Busy Shoppers

Primary buttons placed near the top were hard to reach one-handed - a common scenario when carrying a basket or bags.

Design response: Move primary controls toward the bottom of the screen for easier one-handed reach.

P0

Real-time Navigation over Static Plans

A static 2D map wasn't enough - users expected a GPS-like experience with a live position marker to orient themselves in-store.

Design response: Add a clear Start navigation state and a live-position concept, while treating indoor positioning as a technical feasibility question.

P2

Clean Maps for Clearer Paths

Large, fixed product cards covered the map, forcing users to move or dismiss them just to see their route.

Design response: Make product cards smaller and collapsible so they do not obscure the route.

Design Iteration

These potential risks informed the iterations shown below. The changes improve the concept, but they still require testing with real users.

Design Iteration

These potential risks informed the iterations shown below. The changes improve the concept, but they still require testing with real users.

P1

One-Handed Design

P1

One-Handed Design

Action Controls

Primary actions were moved to the bottom of the screen for easier one-handed use while carrying groceries.

Before
After
GoGrocery UX Case Study - Diana Tsevan

P0

Color Contrast & Real-time Navigation

P2

Clean Maps

Map Screen

Improved contrast and reduced map clutter, plus a real-time navigation mode with a Start button - similar to a GPS experience.

Before
After
GoGrocery UX Case Study - Diana Tsevan

Accessibility

Good accessibility is good design for everyone. Features like voice input, vibration feedback, and one-handed controls aren't only for users with disabilities. They're equally useful whenever your hands are full, your eyes are busy, or you simply prefer a faster interaction.

Accessibility

Good accessibility is good design for everyone. Features like voice input, vibration feedback, and one-handed controls aren't only for users with disabilities. They're equally useful whenever your hands are full, your eyes are busy, or you simply prefer a faster interaction.

Considered in the Design

01

Color Contrast · P0

I increased the contrast of the route and map elements to support clearer visual scanning.

02

One-Handed Use · P1

I moved primary actions lower in the interface to improve reachability when a shopper is carrying a basket or bags.

Additional Considerations

03

Voice Input

A future accessibility feature to explore with people who benefit from hands-free interaction.

04

Vibration Feedback

This could provide non-visual confirmation for search, scanning, and cart actions.

05

Sound Feedback

This could confirm a successful payment while respecting mute settings and giving users control over audio feedback.

Reflection

Reflection

Label assumptions clearly

Without access to real users, I relied on exploratory research, personas, and an AI-assisted critique. This helped me move the concept forward, but it also showed me why assumptions must be clearly separated from user evidence.

Plan validation before claiming outcomes

Choosing KPIs helped me define what success could mean, but I did not collect real measurements. The next step would be moderated sessions with shoppers, using task time, errors, and qualitative feedback to evaluate the core flows.

Consider feasibility earlier

Indoor navigation, offline access, live inventory, and Scan&Go depend on store systems and operational constraints. In a real product setting, I would investigate those dependencies before moving the concept toward implementation.