Backroom Inventory

We addressed a backroom inventory process that exceeded available labor hours and had a failing usability score, delivering an AR solution that reduced task time by 70% and significantly improved usability.

Results

We developed an AR-assisted experience for existing handheld devices that allowed store associates to:

  • Identify and interact with backroom locations using AR overlays

  • Record inventory counts faster and with fewer errors

  • Gain confidence that the system was providing trustworthy information

The prototype reduced process time by 70%, with a SUS (System Usability Scale) score improvement from 48 to an estimated 75+ based on usability test feedback. The AR UI included visual markers for inventory actions and a simple, minimal interaction model tailored to the backroom environment.

Process

Discovery

  • Worked in-store across multiple shifts to observe the inventory process firsthand

  • Conducted interviews with store associates and Home Office subject matter experts

  • Identified trust and process length as the most critical issues via surveys and journey mapping

Research Highlights

Interviews revealed deep mistrust of the existing system, which led to workarounds and errors

  • Journey maps and service design artifacts helped uncover upstream and downstream inefficiencies

  • SUS surveys (15 participants) rated the existing tool at 48, significantly below the benchmark score of 68

Project Definition

Prioritized 15+ pain points by impact, feasibility, and potential for solving downstream problems

  • Defined a key problem statement: "As a Walmart Associate working in the backroom, I need a way to quickly record inventory counts. I also need to trust that the system is giving me accurate results."

Design

Prototyped environmental and technological changes in multiple stores

  • Evaluated technology options: removing devices, trying RFID, and testing AR headsets

  • Settled on an AR experience built for existing handheld devices, balancing feasibility and cost

  • Iterated heavily on UI to manage information density in AR—achieving minimalism without sacrificing clarity

Design

Introduced a standardized backroom labeling system readable by AR

  • Visual markers indicated scan status, needed actions, and item info via long press

  • Design was built in Sketch and shared as an InVision prototype with key stakeholders

Role & Team

I led the UX design for this initiative and partnered with:

  • Several product managers and engineers

  • Store operations experts

  • Stakeholders in inventory and tech enablement

  • Associates in pilot stores who participated in iterative prototyping and testing

Accessibility & Usability Considerations

UI was designed for visibility in low-light environments typical of backrooms

  • Interaction distances and marker sizes were tested for usability across device types

  • Feedback from associates led to a focus on minimizing visual clutter and ensuring clear status indicators

Design System Contributions

Extended standard UI components to function in spatial (AR) environments

  • Created marker and icon conventions for real-world overlays

  • Provided early direction on how spatial interactions could integrate with existing mobile design systems

Conclusion

The Backroom Inventory AR project was an exploration in applying emerging technology to a very grounded operational problem. By embedding ourselves in the real-world context and validating ideas quickly with associates, we delivered a solution that dramatically improved both speed and confidence in the inventory process. The project laid a foundation for future innovation in AR across other store functions like stocking, training, and even customer-facing applications.

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