Grocery shopping is more than just a routine task—it’s a learning opportunity for children, especially tweens (ages 9-12). Through secondary research and user studies (observations and interviews with families at Walmart), we found that tweens actively engage in shopping by comparing prices, reading labels, and making decisions. However, they lack structured tools to learn financial responsibility and healthy decision-making while shopping. This insight shaped our design goal: to create an interactive grocery toolkit that fosters learning, engagement, and decision-making for tweens.
Using affinity mapping, journey mapping, and Crazy 8s ideation, we developed a hands-on grocery toolkit that includes:
Our design emphasized high visual aesthetics, clear typography, and engaging illustrations to make learning fun and intuitive.
Tested with tweens in a real-world Walmart setting, our toolkit proved to be engaging and effective in teaching budgeting and product awareness. Parents appreciated its educational value, but usability tests highlighted the need for simplified instructions and additional tools like a calculator for budgeting.
To enhance usability, we plan to minimize text-heavy content, introduce interactive elements, and improve store navigation features. Future iterations may explore a digital version of the toolkit to increase accessibility and engagement.
We were presented with an open-ended design challenge: to enhance the shopping experience for customers. Through hours of covert observation at Walmart, Target, and other grocery stores, we noticed that children often feel bored or disengaged during shopping trips. Recognizing that supermarkets offer rich learning opportunities around products, pricing, nutrition, and financial literacy, we saw a chance to create a meaningful experience. By adding playful challenges and interactive activities, we aimed to transform routine shopping into an engaging educational journey for children.
We began with an exploration of Walmart Supercenter and shadowed shoppers (families) throughout their experience. Below is the affinity mapping of our observations.
We then shortlisted families as our target group and did interviews with 6 families, along with a mix of unobtrusive and participant observations (~30 participants) in our next trip.
We conducted our secondary research across four ker areas: children as consumers, cognitive development, life skills education, and learning in co-shopping. Key insights included the following:
Following our Crazy 4s ideation session, we categorized our ideas into three key areas: Financial Responsibility, Nutritional Awareness, and Soft Skills. We incorporated these concepts into various activities within our toolkit and began creating low-fidelity sketches for each category.
The following section annotates and explains the activities within our proposed grocery toolkit in a sequential manner, and highlights the implicit transfer of skills during each.
We conducted our testing with three children in a real-world setting at Walmart, allowing them to interact with our play-kit while shopping alongside their parents. This was followed by a semi-structured interview and a brief survey to assess participants' satisfaction with the grocery shopping toolkit.
Based on our evaluation, we identified several design opportunities to enhance the usability of our toolkit, informed by observations and participant feedback: