Meats By Dre
IKEA is a leader in store design for its efforts to make shopping an experience instead of a transaction. For this reason, it is worth understanding what the Swedish company does differently to improve the navigation experience for shoppers. Whereas other large stores and malls are built with a city block type design that allows shoppers to move anywhere in the store, but also leaves them confused and lost looking for things on their list, IKEA stores have predetermined paths for shoppers. IKEA stores have large arrows on the ground as well as signs that tell the shopper exactly where they should be going at all times. Stores are also organized into a small number of product sections, which direct shoppers to the products they are looking for. A downside of this layout is everything the shopper wants to buy is stored in a warehouse at the end of the IKEA loop, not with the display furniture. Although IKEA is efficient for the mission-minded shopper, if the item they are looking for isn’t in stock or the shopper is browsing the experience becomes inefficient and tedious. IKEA is very good at getting shoppers to the place they want to be, but remains an inefficient experience for the casual shopper. We intend to borrow the clear and obvious signage as well as possibly the single path shopping strategy while also learning from the mistakes IKEA has made in tailoring the store experience to casual shoppers.
Google maps gives verbal instructions to drivers. This allows them to use the map while driving or walking without having to look at the screen. We could borrow the verbal directions and use them to help navigate a mall. Much of the implementation would be the same. Destinations could be entered using voice commands. We would not use the visual aspects of google maps (the written directions, the screen showing the map). It is unclear how much of the utility of google maps would remain if the visual aspects were eliminated.
Fire alarms indicate proximity to exits through varying pitches. The idea of using sounds for communication with visually impaired people is not new, but having it guide navigation through proximity to the target location could be interesting. Fire alarms are meant to be loud and unpleasant to hear, but this wouldn’t be necessary for this application so we probably wouldn’t copy that aspect of fire alarms. Having sound cues for navigation could be more helpful for non-visually impaired users as well because it takes away the requirement of memorizing the directions and location on the map. Instead you would be receiving continuous information, relieving some of that cognitive load while navigating the building.
Dogs are amazingly versatile compared to other assistive technologies. They can navigate, fetch objects, alert people to hazards, and even improvise in unfamiliar situations to a degree. It’s hard to imagine a technological solution being that versatile, so the takeaway may be that a navigation interface needs to be conducive to canine users. How can an interface communicate goals or actions to a dog? How can the master get information from a map to a dog? What makes a space a good place to have a dog, and what makes it bad for them? Alternatively, we may want to learn from the success of guide dogs and try to find a way to incorporate animals into our design. Seeing eye dogs themselves require extensive training, both before and after they are paired with a master, so they will probably never be accessible for most visually impaired people. Perhaps we can find some way to have a ‘pack’ of guide animals who are trained to help visitors navigate a space, or maybe design some kind of robotic or virtual guide with some of the characteristics of a guide dog.