Reflection- Visualization 

 Challenge and selection 

 The use of visualization in today ’s world is of extreme value as it forms a core tool through the means   we communicate to one and other whether were aware of it or not . It is an extremely useful design   thinking tool when it comes to matters of complex problem solving as it helps unlock a different part of   our brain in order to enhance our creativity and help streamline the design thinking process . During my   time at Hyper Island a design thinking firm I was tasked with dealing with multiple tech firms but this   time for the first time my team and I was given responsibility to work with one of Singapore ’s largest   grocery store franchises where they came to us with a problem of wanting to improve customer   shopping experience while in the store as they felt that sales had n’t improved in over years for the   reason being that customers do n’t spend as much time shopping as they did in the past . 

 As a customer and Singaporean myself I have known for a fact that the country ’s population has always   been on the rise and Singaporean ’s in general love to shop and spend most of their time in malls . So why   are n’t shoppers spending more time at the stores browsing than just buying what ’s needed and paying   for it ? Hence to solve this problem and really get into the mind of the user , my team and I decided to   use Visualization tools such as ethnographic interviews and user experience journey mapping . 

 Application 

 We interviewed 20 candidates from different social backgrounds with the sole purpose of finding the   grocery store ’s functional , social and emotional need in these individuals ’ lives and what we found was   quite surprising . We found that over 70 % of the interviewees would either shop with their entire family   over the weekends or go individually during the week as most parents , elderly couples and individuals ,   still prefer to touch and feel their products before buying them . While the remaining 30 % were   millennials who were either students or newly employed individuals who would rather spend their time   shopping for groceries online than having to actually go to the store as observing the products before   purchase was n’t a priority . We futher carried on our research by mapping out the journey of families as   to why they shop only on weekends . During this process we found out that parents find it hard to   convince their children to go grocery shopping as it is seen as a boring and mundane activity . Children   would rather spend their time sitting at home and playing on their mobile devices than having to go out   and shop with parents as the children from past experience know that all their shopping desires and   wants at the store will be turned down by the parents for purposes of health and saving money . 

 Through journey mapping we found that families spend the most time at grocery stores but over the   years have stopped spending as much time mainly because it is extremely tedious to convince the   children the importance of spending family time and once they are in the store the children are   extremely difficult to deal with . Hence most families are starting to resort to online grocery shopping   over the years . With this day and age technology has improved a great deal to the extent children do not   want to do anything but look at their devices . So based on the data collected , we wondered what the 

 best solution could be , whereby parents and children can once again have a pleasurable and educational   shopping experience without the cause of any behavioral changes to either one of them .   Thus the   solution we can up with was that of a nationwide grocery store treasure hunt app for the franchise .   Through this app one could choose the store of choice and pre pay for their groceries whereby on their   digital devices and upon doing so an interactive and easy to use treasure map would open up on the   devices thus allowing children to use the map to help navigate the parents to the groceries in the store .   The app allows the children to scan the grocery items to obtain points which can later on be used to   either redeem a gift for the children or a discount for the parents . To educate the children through this   shopping experience , a nutritional pop up box appears for every item that is scanned on the device . 

 Approach and Insights 

 During my time research I realized that grocery stores fulfilled a similar functional but completely   different social and emotional needs for every individuals . While older individuals enjoyed and relied on   the feel and touch of the products at the store to determine quality and need of purchasing , the   younger shoppers preferred the convenience of online shopping . Visualization as a tool brings great   value to design thinkers as it helps them perceive user journey of a product or service and thus enabling   clients to create the perfect user experience . Through this app my team and I not only developed it for   the sole purpose of enhancing sales but also as a means of giving the franchise the appeal of bringing   families closer to each other . Journey mapping and ethnographic interviews were our core means of   collecting data and thus understand user experience in the process . To best see the viability of the app   would be to track the total number active users every week and measure satisfaction rates through the   app . 

 One of the main insights I gained during this project is that as a designer one must not focus on the   unique selling point of the product and assume the solution that the user needs but focus on the unique   buyer rate instead which can best be understood by creating a problem question that best captures the   essence of what the user is trying to convey . 


EMAIL: 
ID_NUM: 
NAME_STUDENT: 
PHONE_NUM: 
STREET_ADDRESS: 
URL_PERSONAL: 
USERNAME: 

### Task: You are a PII (Personal Identity Information) Detection. Given a essays written by students, you have to identify ONLY the following:
NAME_STUDENT - The full or partial name of a student that is not necessarily the author of the essay. This excludes instructors, authors, and other person names.
EMAIL - A student’s email address.
USERNAME - A student's username on any platform.
ID_NUM - A number or sequence of characters that could be used to identify a student, such as a student ID or a social security number.
PHONE_NUM - A phone number associated with a student.
URL_PERSONAL - A URL that might be used to identify a student.
STREET_ADDRESS - A full or partial street address that is associated with the student, such as their home address.
### Input: Reflection- Visualization 

 Challenge and selection 

 The use of visualization in today ’s world is of extreme value as it forms a core tool through the means   we communicate to one and other whether were aware of it or not . It is an extremely useful design   thinking tool when it comes to matters of complex problem solving as it helps unlock a different part of   our brain in order to enhance our creativity and help streamline the design thinking process . During my   time at Hyper Island a design thinking firm I was tasked with dealing with multiple tech firms but this   time for the first time my team and I was given responsibility to work with one of Singapore ’s largest   grocery store franchises where they came to us with a problem of wanting to improve customer   shopping experience while in the store as they felt that sales had n’t improved in over years for the   reason being that customers do n’t spend as much time shopping as they did in the past . 

 As a customer and Singaporean myself I have known for a fact that the country ’s population has always   been on the rise and Singaporean ’s in general love to shop and spend most of their time in malls . So why   are n’t shoppers spending more time at the stores browsing than just buying what ’s needed and paying   for it ? Hence to solve this problem and really get into the mind of the user , my team and I decided to   use Visualization tools such as ethnographic interviews and user experience journey mapping . 

 Application 

 We interviewed 20 candidates from different social backgrounds with the sole purpose of finding the   grocery store ’s functional , social and emotional need in these individuals ’ lives and what we found was   quite surprising . We found that over 70 % of the interviewees would either shop with their entire family   over the weekends or go individually during the week as most parents , elderly couples and individuals ,   still prefer to touch and feel their products before buying them . While the remaining 30 % were   millennials who were either students or newly employed individuals who would rather spend their time   shopping for groceries online than having to actually go to the store as observing the products before   purchase was n’t a priority . We futher carried on our research by mapping out the journey of families as   to why they shop only on weekends . During this process we found out that parents find it hard to   convince their children to go grocery shopping as it is seen as a boring and mundane activity . Children   would rather spend their time sitting at home and playing on their mobile devices than having to go out   and shop with parents as the children from past experience know that all their shopping desires and   wants at the store will be turned down by the parents for purposes of health and saving money . 

 Through journey mapping we found that families spend the most time at grocery stores but over the   years have stopped spending as much time mainly because it is extremely tedious to convince the   children the importance of spending family time and once they are in the store the children are   extremely difficult to deal with . Hence most families are starting to resort to online grocery shopping   over the years . With this day and age technology has improved a great deal to the extent children do not   want to do anything but look at their devices . So based on the data collected , we wondered what the 

 best solution could be , whereby parents and children can once again have a pleasurable and educational   shopping experience without the cause of any behavioral changes to either one of them .   Thus the   solution we can up with was that of a nationwide grocery store treasure hunt app for the franchise .   Through this app one could choose the store of choice and pre pay for their groceries whereby on their   digital devices and upon doing so an interactive and easy to use treasure map would open up on the   devices thus allowing children to use the map to help navigate the parents to the groceries in the store .   The app allows the children to scan the grocery items to obtain points which can later on be used to   either redeem a gift for the children or a discount for the parents . To educate the children through this   shopping experience , a nutritional pop up box appears for every item that is scanned on the device . 

 Approach and Insights 

 During my time research I realized that grocery stores fulfilled a similar functional but completely   different social and emotional needs for every individuals . While older individuals enjoyed and relied on   the feel and touch of the products at the store to determine quality and need of purchasing , the   younger shoppers preferred the convenience of online shopping . Visualization as a tool brings great   value to design thinkers as it helps them perceive user journey of a product or service and thus enabling   clients to create the perfect user experience . Through this app my team and I not only developed it for   the sole purpose of enhancing sales but also as a means of giving the franchise the appeal of bringing   families closer to each other . Journey mapping and ethnographic interviews were our core means of   collecting data and thus understand user experience in the process . To best see the viability of the app   would be to track the total number active users every week and measure satisfaction rates through the   app . 

 One of the main insights I gained during this project is that as a designer one must not focus on the   unique selling point of the product and assume the solution that the user needs but focus on the unique   buyer rate instead which can best be understood by creating a problem question that best captures the   essence of what the user is trying to convey .
### Output: 