2023–2024

Category navigation

Browsing aisles that don't exist

Category navigation in the Bemol app had grown by accretion, with no design behind it. This redesign rebuilt it around how people look for things, and it was tested in a physical store, with customers and staff.

The complete set of categories

The complete set of redesigned category screens

A mockup built from the design screens of the new tree, which shipped in the app in 2024.

In 30 seconds

The problem
The app's category tree had grown to mirror Bemol's buying teams. The most used paths sat as deep as the ones almost nobody opened, and the labels didn't say what was inside.
What I did
I redesigned the information architecture from a benchmark, a CSD matrix, UX Cam data and cross-department critique, and ran the usability test inside the store with five staff and eight customers.
Where it landed
Shipped in 2024, with qualitative evidence gathered in the store. The usage numbers stayed with the product team.
Company
Bemol Digital
Role
Senior Product Designer
Scope
Product Design · Research
Channels
Bemol App
Status
Launched · 2024

01

The premise

A customer walking the aisles of a physical store finds things they weren't looking for. The app had no equivalent: the category tree had grown by accretion, mirroring internal org structure rather than how anyone shops.

A prettier menu would have missed the point. The goal was to make browsing feel like walking, where discovery happens on the way to something else.

02

Three problems in the same tree

  1. Problem 1

    The tree mirrored the company, not the customer

    Departments were organised the way Bemol's buying teams are organised. A customer looking for a fan had to know whether it counted as appliances or home comfort, a distinction that only exists internally.

  2. Problem 2

    Depth punished the most common paths

    The categories people used most sat as deep as the ones almost nobody opened. Frequency of use had never been an input to the structure.

  3. Problem 3

    No signal of what was inside

    Entries were text-only labels. Nothing indicated scale, price range, or what a section actually contained, so choosing between two plausible paths was a guess.

03

Where the structure came from

Four sources, deliberately different in kind: one on the market, one on alignment, one on behaviour, one on language.

None of them decided the tree on its own. Each one ruled out a kind of mistake the others let through.

Benchmark · Brazilian and international retail

  • Benchmark of Brazilian and international retail apps

Showed the conventions customers already carry from other apps. Breaking them only pays off with a strong reason.

CSD matrix · with stakeholders and engineering

  • CSD matrix built with stakeholders and engineering

Separated what we knew from what we were assuming, and surfaced technical constraints before they became rework.

UX Cam · actual behaviour

  • UX Cam analysis of most-accessed categories

Told us which categories were actually opened, at what depth, and where people abandoned. That's the input that reordered the tree.

Design critique · across departments

  • Cross-department design critique session

Caught the internal-jargon labels that people inside the company read as obvious and nobody else does.

We tested inside a physical store, with customers and staff. The people who answer 'where do I find this?' all day were the sharpest critics of the structure.

04

Five staff and eight customers

Staff are in the sample for a practical reason: in a physical store, they are who the customer turns to first, and in plenty of cases they are the ones teaching the app. If the structure doesn't hold up for the person in the aisle, it won't reach the people they serve intact.

Usability testing in-store

  • In-store usability test session

A session run inside the store.

They also give more than the script asks for. They spend the day with the customer in front of them, so halfway through a task they start telling you what they have already watched go wrong. That is the kind of thing you cannot learn from home or from an office, without the direct contact.

05

What we know, and what we don't

The evidence here is qualitative, and it came from the shop floor. The behavioural numbers stayed with the product team.

—
Reduction in tap depth to category· pendente
—
Change in category entry rate· pendente

06

What didn't ship

  • Category imagery for every entry

    Producing and maintaining art for hundreds of categories had no owner after launch. Shipping it half-populated would have looked broken, so it stayed out.

  • Personalised ordering by purchase history

    The recommendation service couldn't be called at that point in the flow without a latency cost we weren't willing to pay on the entry screen.

  • Merging two overlapping departments

    The structure argued for it, but the split maps to how buying teams are organised internally. That's the organisation's call rather than a design one, so I flagged it and left it as it was.

07

Who did what

Christofer

  • Information architecture of the new category tree
  • Benchmark and CSD matrix, facilitated with stakeholders
  • UX Cam analysis and the reordering it drove
  • Usability test script and in-store facilitation

With the team

  • Rounds of design critique with designers from other departments
  • Front-end implementation, with the app team
  • Category taxonomy review, with the buying teams

08

Reflections

The source I hadn't planned for, and the mistake I repeated.

The sharpest feedback came from store employees. They answer 'where do I find this?' dozens of times a day and had a working mental model of customer language that no benchmark would have produced.

If I ran this again, I'd fix the measurement before the redesign. The qualitative case is solid and the number was left for later, which is exactly the mistake the Fulfillment project was designed to avoid.