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Creating a warehouse picking system

Challenges

The order picking system utilized in both the warehouse and stores undergoes frequent usage by multiple people on a daily basis. Regrettably, the current system is antiquated and fails to offer a user-friendly experience, leading to an increased likelihood of errors and user frustration.

Our objective is to locate the pain points that contribute to these issues and collaborate with end-users to create effective solutions. By enhancing the overall user experience and streamlining workflows, we aim to boost productivity and optimize time management within the workspace.

Previous system

A few screens from the current order picking system

Analysis project

Before working on a solution I took a close look at the system and spent a day working alongside the warehouse staff, to get a better understanding of how the system works in practice.

After this I set the scope for the project. The goal would be reducing picking mistakes of placing the items in the wrong bin.

Wireframes and first design

I came up with a few ideas for improving the system. To test these ideas I started out creating a few wireframes and rough designs showcasing possible solutions. Then I went to the warehouse to validate the design by showcasing it to floor managers and walking a couple of users through the wireframes.

Wireframes of my proposed new design

Stakeholder walkthrough & Broadening scope

During the testing process it became apparent that the proposed solution would only address one of the issues. More specifically the challenge of finding the correct bin for placing the product. However, a more significant problem that surfaced was the frequency of errors made when selecting the correct quantity of an item.

Despite being initially beyond the project's scope, I collaborated with the product owner and stakeholders to expand the project and tackle multiple issues simultaneously.

User flow

To accomplish this, I thoroughly mapped out the entire picking system and created a user flow that covered all possible paths. This gave a good insight of how the system worked and where improvements could be made.

User flow of current system and my proposed user flow

Heuristics review

I analyzed the user flow combined with my experience in the warehouse to identify what’s working and what’s not, on an interaction and usability standpoint, based on design heuristics.

The main issues I encountered:

New design

Next I created a new design that incorporated new elements based on an optimized user flow. I enlarged the elements that were frequently misunderstood, and removed elements that users deemed unnecessary. There was a lot of discussion around whether it was necessary to show the next location, given that the route should be optimized to direct users to their current location.

However, it turned out that power users often started walking towards the next location if it was closer to them. Realistically this wouldn’t significantly improve the picking time, but it gave users a sense of freedom, which they appreciated.

I then consolidated all the different screens into a single screen. Ensuring that all elements remained in the same location and users did not have to keep searching for the information they needed.

New one-screen interface

Usability testing

I tested this design with the stakeholders and gathered feedback. Then I incorporated these elements into a prototype and conducted a usability test with the users. The findings from this research were interesting; some elements were less important than the stakeholders believed, while other elements were more critical, but for different reasons than I had originally anticipated.

During testing a clock was introduced so that users could see when they had a break. However after extensive questioning of users, it turned out that they didn't want a clock to see when they had a break, but they rather wanted to see how fast their lap times were. Therefore there was no need for a clock at all. Some users even reacted negatively when asked if they wanted to use the clock to see when they would have a break.

As a result I removed the clock from the design and introduced a statistics page after each picking round. After testing it was also decided to not only show the picking round time, but also the user's speed record and average picking round time. Users like to improve but do not want to compare themselves with others. The design received positive feedback during the usability test.

Design of the new system with component library

Conclusion

Because the project became much larger than anticipated, it was decided with the stakeholders to break it down into phases. This way we could already roll out the most important elements, and establish a solid framework for the rest of the changes.

The goal of phase 1 was to set a strong framework that would incorporate all basic and important actions. This was both to prevent bugs from adding too much too quickly, and to introduce the users to the new system without causing information overload.

Phase 2 was a combination of important elements that were more time-consuming for the programmers to incorporate in phase 1, and improvements gathered from user feedback.

A big challenge was making the interface work for every type of order picking. Every type has it's own elements that would have to fit on the screen, which would be hidden when not present in that chosen system. But after cracking this puzzle it was still possible to make one screen to rule them all, without losing functionality.

Results

We quickly received the results of the new design. The floor manager reported a noticeable decrease in picking errors, and users responded positively to the new interface.

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