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Redesigning BigBasket’s post-delivery experience

6 min readJul 21, 2021

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Overview

This is an exercise to hone my UI skills. I wanted to define and solve a clear-cut problem so the focus is more on the UI of the UX process. I’ve worked on an existing application with a huge userbase.

About BigBasket

BigBasket is India’s one of the largest online food and grocery stores selling over 40,000 products and more than 1,000 brands. It caters to 6 million customers spanning 26 cities in India and takes over 1.5 lakh orders per day.

Problem Statement

Generic: How can I design a seamless post-delivery experience for a BigBasket user?

Current App Flow Analysis

Current BigBasket app screens post-delivery
Current BigBasket app screens post-delivery

Peak-end rule

When experiencing dissatisfaction in the service provided, the user would prioritize to first (read, exclusively) address the concern rather than look to provide positive feedback about all things that went well.

  • At the last leg of a delivery experience, users want to spend the least amount of time and effort to report concerns or provide feedback. Given a situation between providing feedback and addressing an issue, the hierarchy would be:

Missing muskmelons >> Amazing apples!

This led to focus on solving two specific problems.

Specific:

  • How can a user easily understand what they got is what they ordered?
  • How can a user provide feedback or raise concerns after the delivery? For example, identifying a faulty item after 2 days of delivery.

Visual Research

Moodboard for feedback collection

Pinterest moodboard for feedback collections
Pinterest moodboard for feedback collections

Inspiration for item card ideation

UI inspiration screens: Dunzo, Gorillas, Myntra
UI inspiration screens: Dunzo, Gorillas, Myntra

UI Approach

I listed down the possible range of emotions that could be witnessed in users with the current UI and compared that to an ideal happy user. What kind of a UI am I looking to create to enable this?

There are 2 screens I’ve worked on: The order details screen and items screen

Orders Details Screen

I’ve considered this as the home page of the post-delivery experience. The goal is to have an information hierarchy in place, declutter, and make it evident how the user can move to the items screen from here if they choose to.

Wireframes

This was a relatively quicker task as the tangibles were available and had to be arranged in a readable manner.

Order details: Low fidelity wireframes
Order details: Low fidelity wireframes

Final Design

Order details screen flow: Home-page context
Order details screen flow: Home-page context
  • Order details are more organized with an information hierarchy in place.
  • Items page is mentioned inside the order details screen; this is more intuitive to view the items list if needed.
  • An extended support or chat feature is added for issues concerning the order as a whole.

Items Screen

This screen had the maximum potential to enhance the overall experience.

I’ve worked on two functionalities along with overall UI improvisation:

  1. Search: To ensure a quick discovery, I’ve added a search bar. This feature comes in handy for bulk orders as it saves time and effort for the user.
Search functionality: Low fidelity wireframes

2. Feedback: A feature to raise concerns about issues post-delivery, and provide reviews for a smooth experience.

I listed down a few commonly occurring issues:

  • Items found missing
  • What I ordered is not what I got — delivered the wrong items
  • Item found to be expired/expiring soon
  • Item found to be of poor quality or damaged

User Flowchart

I had two ideas for feedback flow — item screen to review screen and review screen to item screen. I had written on paper first and then made it digital.

Flowcharts to show ideas for item screen transition
Flowcharts to show ideas for item screen transition

Sketches

I still only had a vague idea of how the two flows would convert visually. So I made a rough sketch on paper to get a better visual idea.

Pen and paper sketch of the flowcharts
Pen and paper sketch of the flowcharts

I picked the item screen to review screen transition as it reaffirmed a simple, minimal, and intuitive interface.

Wireframes

Swipe functionality: Low fidelity wireframes
Swipe functionality: Low fidelity wireframes

Swipe: Wireframes are great saviors to provide functional clarity without much time-kill. Ideated to keep a tinder-swipe interaction but the item card had to be retained in place. So I used left and right swipes to mark positive and negative experiences.

Micro-interactions

Scroll-Search-Swipe

Three subtle micro-interactions easing out both the problems.

Left to right: Scroll, search, swipe micro-interactions

Final Design

  • Search: I wanted to keep a checklist and filter to enable checking-off items pretty much like a physical bill. Leaving it behind for now considering the heaviness of adding more features at the last leg. The crux is to save time and ensure to not agitate someone looking for something.
Search functionality flow: Finding an item ‘bread’ from a long item list
Search functionality flow: Finding an item ‘bread’ from a long item list
  • Swipe right for negative feedback: This is the potential game-changer. Swiping helps to act and see the results quickly. I added the possible issues that come up along with the swiping experience.

Example: Missing items can either be refunded for or sent to the customer at the earliest. Customers get to choose at their convenience.

Negative experience flow: User swipes right on item card to provide details
Negative experience flow: User swipes right on item card to mention issues
  • Swipe left for positive feedback: Added this for two reasons: to keep swiping consistent on both sides and to let users quickly like an item without the usual long feedback forms. Cutting time-waste once again.
Positive experience flow: User swipes left on item card to like an item
Positive experience flow: User swipes left on item card to like an item

Interactive Prototype

Adding all the high-fidelity prototypes to show what it feels like in motion.

Interactive prototypes showing the flows post-delivery

Conclusion

Learnings

  • Work with assumptions till validated but back it up with reasons. Assumption: People tend to swipe right to like something, which meant the right side of something is for liking it. Reason: Tinder-swiping way of accepting and rejecting. So I placed the positive feedback CTA on the right side.
  • Potential of intuitive UI to make the user let go of a poor experience like it never happened.
  • Depending on which part of the experience cycle a problem lies in, UI solutions vary. Keeping UI light and usable backs up for the peak-end rule.

Next Steps

  • Usability test of the prototype
  • Deep understanding of UI
  • Improve in color palette and typography selections

Future Features

  • Voice-assistant to note down both positive and negative feedback from the users' responses.
  • Checklist without disturbing or loading the existing priorities.

I’d love to get feedback and suggestions on improving the work. Find me here for design discussions and opportunities.

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