Atreom is a location-based shopping platform that connects shoppers with brick-and-mortar stores on the fly.
- As the popularity of online shopping continues to rise, brick-and-mortar stores find their businesses continuously disrupted due to the ease and convenience of online shopping.
- The online shopping experience offers plenty of variety, but this leads to users spending more time refining their search queries.
- Online shopping lacks the immersion that retail offers, e.g. trying and feeling goods, immediate purchase and collection etc.
- To combine the best elements of both modes of shopping and design a quick and easy platform to access goods.
- To utilise location-based services for convenience of the user
- To create a marketplace which doubles as an advertising platform for retailers.
- To use a gamified approach to provide an immersive experience and entice users to visit brick-and-mortar stores while on the go.
In developing Atreom, I analysed three apps to transform the shopping experience:
Tinder's approach to discovering people gives users the binary choice of 'yes' or 'no, which makes it quick and simple to come to a decision. I wanted to offer users this element of speed so they can achieve their end-goal easily.
Amazon's position as an online marketplace in the UK makes it convenient for shoppers to do most of their shopping on a single platform. The only thing that was lacking was fashion and apparel from popular brands, who prefer to traffic their customers to authorised merchants and native sites.
Augmented reality is an emerging technology that is rapidly gaining popularity. Snapchat has utilised AR to form new ways of expression in social media and I wanted to incorporate AR and location-based services as a gamified approach for users to shop on the go.
The onboarding process is facilitated by splash pages that guide the user through the app's functions. With new and novel technologies such as AR, it was important to give users an understanding of how they function in the app.
Browsing product catalogues are great in giving users choice and variety, but this leads to a paradox of choice; more time is spent on the app, but does not necessarily convert into more revenue and results in lower return of investment. I was inspired by Tinder's approach towards choice, where users are offered a binary choice of swiping left or right (yes or no). As Atreom is positioned as a marketplace of sorts, assisting users in their choices made perfect sense towards creating a seamless browsing experience while retaining an element of surprise. Users are also offered flexibility with filters to help refine their searches.
Gamified approach using AR
Once users have found something they like, they are offered a choice of purchasing online or heading down to the retail store. As I wanted to incentivise users towards the latter, I used AR as a gamified approach to enhance the brick-and-mortar shopping experience. The AR feature allows two functions: 1) To try on the look and 2) hunt for promo codes or unique digital content that users can interact with.
The personal touch is central to any brick-and-mortar experience and is the reason why retail shopping is still big business, so I included the messaging system that connects partner retailers to users to facilitate their purchase while on the fly.