Reducing the mental load of household groceries.

A research-led case study exploring how thoughtful product design can ease the invisible cognitive labor of planning, deciding, and executing the weekly grocery run.

Role
Product Designer
Method
Systematic Literature Review
Focus
Problem Validation & Discovery
01

The Problem

Mental load affects the effectiveness of day to day tasks, leading to physical and mental exhaustion and losses in planning, childcare, finance, freedom, time, and sometimes career.

One identified cognitive labour that often goes unnoticed is the planning and execution around household groceries. Planning may include taking stock of pantry items, planning meals for the week, and making a grocery list, while execution may include going to the store. These small, recurring tasks accumulate into a heavy invisible load.

02

Defining Mental Load

Mental load combines two distinct kinds of work: cognitive labour and emotional labour. Both are largely invisible, both are demanding, and both shape how it feels to manage a household.

Definitions

Emotional labor is the work of managing the emotions of oneself and of others.

Cognitive labor is organizing, thinking, planning and executing work.

03

Why I picked the problem of cognitive load around groceries

Among the many forms of cognitive labour, household groceries stood out as a domain with a clear, repeatable cycle, plan, decide, execute, and one that almost every adult navigates weekly. It is concrete enough to design for, and universal enough to matter.

Hypothesis

If we can design tools that anticipate needs, surface options, and make decisions easier, we can meaningfully reduce the cognitive labour of grocery planning, and free up the time, energy, and headspace it currently consumes.

04

My approach in validating the problem

To validate the problem, the initial step was a systematic literature review. I reviewed existing research and gathered evidence to ground the UX research that would follow.

Method, Systematic literature review focused on cognitive labour, household task distribution, and the lived experience of grocery planning.
05

Nine Domains of Cognitive Labor

A study by the American Sociological Association demonstrates that cognitive labor includes anticipating needs, identifying options for filling them, making decisions, and monitoring progress. Such work is exhausting but often invisible.

The study identified nine cognitive labor domains:

01Care for children
02Logistics & scheduling
03Cleaning & laundry
04Finances
05Social relationships
06Food & shopping / purchasing
07Home & car maintenance
08Travel & leisure
09Health & well-being

Highlighted: the focus area for Grocery Buddy.

06

Four Types of Cognitive Labor

Within each domain, the study identified four distinct types of cognitive labor. Each represents a different mental shift, and an opportunity to support the user.

01
Anticipation
Noticing that a need will arise.
02
Identification
Recognising the options for meeting that need.
03
Decision-making
Choosing between the available options.
04
Monitoring
Following through and tracking progress.
07

User needs found from literature

Pulling these labour types into a real scenario, the study followed a parent named Bram through a single morning. His routine illustrates how a single grocery decision is rarely just one thought, it's a chain of them.

Bram's Morning
Source: Daminger, A. (2019). The Cognitive Dimension of Household Labor
Anticipation
"Bram noticed he used the last of the milk while preparing his son's morning oatmeal and realized the family would need more soon."
Identification
"Bram considered how long he could feasibly put off a grocery store run given the family's inventory of other staple foods and their schedule for the next few days."
Decision
"Bram noted that the family's supply of eggs was also depleted and resigned himself to a grocery trip, which he determined could be fit in during the hours his son attended preschool."
Monitoring
"Bram had to remember to ask his wife whether she needed anything from the grocery store, to follow up hours later when she had not yet responded to his text, and to travel to the store rather than home after dropping his son off at school."

Each step in Bram's morning is a small act of cognitive work. Stacked together, they represent the kind of invisible labour Grocery Buddy is designed to lighten.

08

User expectations

Across the literature, three consistent expectations emerged. Users want products that help them see things coming, act with confidence, and stay in the loop with the people they share their lives with.

01
Early Identification
Surface needs before they become urgent, anticipate what the household is running out of, and when.
02
Decision Support
Reduce the load of choosing, give clear, contextual options for what to buy and when to go.
03
Transparency
Make planning visible to everyone in the household, so the labour can be shared rather than carried alone.
Design Direction

Grocery Buddy's product principles map directly to these three needs, anticipation, support, and transparency become the spine of every feature, from pantry tracking and smart suggestions to shared family lists.

References
[1] L. Dean, B. Churchill, and L. Ruppanner, "The mental load: building a deeper theoretical understanding of how cognitive and emotional labor overload women and mothers," Community Work & Family, vol. 25, no. 1, pp. 13–29, Nov. 2021. doi: 10.1080/13668803.2021.2002813
[2] Daminger, A. (2019). The Cognitive Dimension of Household Labor. American Sociological Review, 84(4), 609–633.
09

Introducing a solution

Solution, Application which may ease the cognitive load around groceries and household.

Below are the everyday questions the application is designed to answer, questions users ask themselves, often without realizing they are doing cognitive work.

?
What is running out?
?
What else is running out?
?
What is needed to buy?
?
When to do grocery, ideally when a lot is needed to buy?
?
What do others want?
?
I don't know what others may want?
?
I can't do a grocery run, someone else should be able to do it.

The focus of the application is to ease the cognitive load, realistically, you cannot remove or make it disappear, but you can help users carry it more lightly. While doing that, the application itself should perform in a way that eases the load rather than creating another pressure.

So the application should be:

01
Easy to operate
02
Minimal activities to perform
03
No calculating for information
04
Transparent
05
Highly usable
10

The Mobile App

To solve the user-expected questions, the easiest idea was to use a mobile application which is easily accessible at all times. At the first stage, the process was scribbling on paper prototypes with all possible use cases and edge scenarios.

Paper prototype, Grocery Buddy onboarding
Concept & onboarding
Paper prototype, Shopping list
Shopping list view
Paper prototype, To Buy / In Stock tabs
To buy & in stock tabs

Initial User Flow

After a long series of thinking through scenarios and scribbles, the first version of the flow was drawn. The initial user flow diagram was created with FigJam.

Grocery Buddy initial user flow diagram in FigJam
Initial user flow, created in FigJam

Ideation with Stitch

Next was using Stitch (an AI design tool) to ideate the vision of the application. A large collection of ideation was done to visualise the initial vision.

Stitch AI design canvas with many UI ideation screens
Wide ideation in Stitch, exploring the visual direction

From Stitch to Figma

Selected UIs were then exported to Figma, and the proper UIs were created one by one, refining typography, spacing, components, and interaction states against the design principles defined earlier.

The Application

Refilr app logo

An application that helps in managing:

  • 01
    Live Inventory Keep a real-time view of what is at home and what has run out.
  • 02
    Visibility Surface needs and shared lists transparently across the household.
  • 03
    Decision Making Reduce the load of choosing, what to buy, when to go, and what to skip.
11

How the Application Works

A walkthrough of the key flows, onboarding, inventory management, list building, and sharing, and the small decisions behind each one.

01

Onboarding & Household

Users can create an account and create a household, then invite members so that everyone has transparency and shared execution over the same household inventory.

Household creation screen
02

Add Items in Onboarding

In a few guided steps, users add the items they regularly use to their inventory. Once onboarded, all items start in No Stock, the user can then walk through their household and mark what is currently in stock.

Onboarding intro Add vegetables step Add custom item
03

Realtime Inventory Updates

Ran out of an item? Quickly drag and drop it to No Stock. Back from a grocery haul? Mark it as In Stock while tidying the groceries away. The inventory stays accurate without becoming a chore.

Drag and drop inventory update
04

Add a New Item

Decided to try something new? Users can add new items to the inventory at any time and mark their current status, keeping the household pantry honest as it evolves.

Add new item modal
05

Remove an Item

No longer buying something? A simple swipe on an item reveals a remove action, with a confirmation step to avoid accidental deletes.

Swipe to remove Remove confirmation dialog
06

Building a Grocery List

Rather than walking up and down the house trying to remember what you need, users can build a grocery list from what is already tracked, based on what they have and what they don't.

Grocery list builder
Behind the design

What mental model does the user already have walking into a store? Most people use one of three: a mental picture of their fridge, a scrappy notes-app list, or nothing and they browse. The app needs to match one of those models, not impose a new one. Hence the list mirrors the real-life action, and the mental picture now lives inside the app, relieving the memory squeeze.

07

Share the List

Users can copy the link and share the grocery list through any platform. When the recipient clicks the URL, the list items open directly, making it easy to pass the run to whoever is nearest the store.

Weekly groceries shared list
12

How the App Answers User Expectations

Mapping the original user questions (from Section 09) back to the screens that resolve them, each screen below sits at the centre of the conversation, with the questions on the left and the lived-in answer on the right.

What is running out?
Used the last of broccoli.
What else is running out?
We don't have carrots either.
Grocery Home screen
Pantry, No Stock view
What is needed to buy?
We don't have a few veggies and fruits.
When to do grocery?
Let's do a grocery trip once we don't have more than 10 items.
What do others want?
My wife created a grocery list yesterday.
Select Items screen
Shared list, Select Items
Items URL, shared grocery list
Shared via link
I can't do a grocery run, someone else should be able to?
I'm sick. I should send a grocery list to my house maid.
13

Testing for Usability

Usability testing approach

Usability testing was done to identify user flow gaps and issues. The approach taken was testing carried out by synthetic users, AI user personas we can use to run user testing and validation.

i

Synthetic users are very useful when you are not able to find actual users for initial validations. The approach has its own ups and downs, but for testing flow and usage, synthetic users are enough and fast.

For this case study I used a tool called UXia, which has a collection of personas to run the application through. To begin, a test case and a prototype around it were created. Then, after selecting the audience, the test was executed.

Test case & mission

UXia test mission and scenario
Mission and test scenario set up in UXia

Prototype flow

Prototype flow from Start to End
End-to-end prototype flow connected for the test run

Findings & fixes

Each finding from the synthetic user runs is paired with the user story that surfaced it and the design fix that followed.

Finding 01

Feedback is necessary

Synthetic testers tapping items to toggle stock status expected an immediate confirmation. Without it they felt uncertain whether the change had saved, leading to manual double-checking that erodes the "fast and easy" promise.

Alex T. user story, wants clear confirmation
Ava R. user story, needs feedback while driving
The fix
Toast confirmation, 1 item moved to in stock
Inline toast confirms the change immediately, "1 item moved to in stock"
Finding 02

Users do not know how items move between In Stock and No Stock

It is clear that users can drag and drop items, but figuring out that dragging is how you move them between tabs is not obvious at first. Synthetic users kept reaching for the toggle, the tab, or the row before discovering the drag gesture.

Ava R., taps the In Stock tab hoping for a different action
Emma S., taps the In Stock tab hoping for a control to toggle
Emma S., discovers drag and asks for instant confirmation
Taylor D., relies on drag because it is the only thing that looks interactive
The fix
Quick Start guide, Drag and Drop Items to move between Tabs
A one-time Quick Start coachmark teaches the drag gesture on first run, clear, dismissible, and out of the way after.
Finding 03

Validation for duplication & default status selection

When adding a new item, the system should prevent a duplicate of an existing one. Another fact is that human logic also says you add a new item when you already have it, not when you don't, so defaulting the status to In Stock makes more sense than To Buy.

User story, To Buy default bugs me, I'll have to switch it to In Stock after typing
User story, Default To Buy is a hazard, I want In Stock when adding something I already have
The fix
Add New Item modal with inline duplication validation and In Stock default
Inline duplication validation flags conflicts as the user types, and the Item Type defaults to In Stock, matching the mental model.
14

Validating with Real Users

Under Testing