Pack App 2.0 (Amazon Robotics)

Redesigning the warehouse packing experience to reduce cognitive load, support new workflows, and improve packing speed for 100,000+ fulfillment center associates

My role Lead Product Designer
(Research + Design)
Timeline September 2025 –
March 2026
Team PM, Engineering Lead,
UX Researcher, ACES stakeholders

Context

Pack App is the primary interface fulfillment center associates use to pack and ship customer orders. It tells packers where to pick up their items (from a chute wall or tote), how many items to scan, whether there are special requirements (hazmat labels, heavy labels, slips), and what packaging to use (bag, box, or machine). Once everything is packed, the shipment goes on a conveyor and out the door.

The opportunity 💡

Amazon was investing in a next-generation pack station: replacing aging keypads with touchscreen displays, introducing new packing workflows (wrapping, automated packaging machines, batched singles), and standardizing UI patterns across all warehouse workstations. This was a chance to rebuild Pack App from the ground up using the company's accessible design system, fix years of accessibility debt, and design for how packers actually work: glancing at a screen for seconds at a time during 10-hour shifts.

Pack App is one workstation among many in a fulfillment center. Associates are often cross-trained across stations, meaning they rotate between different applications throughout their shifts. The legacy version of Pack App had been in use for years and was showing its age: inaccessible color contrast (white text on neon green backgrounds), small font sizes that were illegible from the 2–5 feet away that associates actually experience the screen, and a dense UI that visualized too much information at once, requiring packers to process text, colors, and illustrations simultaneously.

Pack station overview — legacy UI in context

Shipment assignment screen — legacy UI

The Problem

The legacy Pack App had been functional for years, but it was built for a different era: keypad navigation, dense information display, and no consideration for accessibility standards. As Amazon prepared to roll out new pack stations with touchscreen displays and new packing workflows, the old UI couldn't keep up.

Three core problems emerged:

1. Inaccessible and hard to read at a glance

The legacy UI had serious accessibility issues. Color contrast failed to meet WCAG guidelines in multiple places (white text on neon green backgrounds, for example). Font sizes were too small to read from the 2–5 feet away that associates actually stand from their screens. For people working 10-hour shifts and glancing at the screen for only a few seconds per shipment, legibility isn't a nice-to-have. It's a safety and efficiency requirement.

2. Too much information, too much cognitive load

The old UI tried to show everything at once: text, colors, illustrations, status indicators, and instructions all competing for attention. But experienced packers (and it only takes a week or two to become one) don't need all of that. They need to glance at the screen, understand what to do, and get back to work. The dense layout created unnecessary cognitive load and slowed people down.

3. No support for new workflows

The legacy Pack App was built for a single packing workflow: pick items, build a box, pack, tape, ship. But the new site introduces entirely new tasks that associates have never done before: wrapping items in bags instead of boxes, placing items into a USP machine that builds packaging automatically, and packing batched singles from high-velocity chutes. The old UI had no way to guide associates through these unfamiliar workflows.

Business context

This wasn't just a UI refresh. Amazon was standardizing the experience across all warehouse workstations so that cross-trained associates encounter consistent patterns (like scan feedback) no matter which station they're at. The move from keypads to touchscreens also simplified hardware maintenance, replacing a tangle of cables and peripherals with a single swappable display. And with 100,000+ associates using Pack App, even small improvements in packing speed (UPH) translate to massive operational savings.

How might we redesign the packing experience to reduce cognitive load, support new workflows, and create consistency across warehouse workstations?

My Role & Approach

I'm the sole designer on this team, owning end-to-end UX from discovery through launch. That means everything from field research to final specs to illustration.

Research

On-site observation and packing, time trial experiments, virtual design reviews with area managers and associates across North America and Europe

Strategy

Defining MVP scope, prioritizing workflows for launch, influencing what to cut (like the color zone concept) based on evidence

Design

Wireframing, prototyping, visual design, touchscreen interaction patterns, illustration creation, handoff documentation, and ongoing iteration based on field feedback

My Approach

Given that we were designing for an entirely new type of pack station with unfamiliar workflows, I pushed for a research-heavy approach that kept associates at the center:

  1. Discovery & on-site research → Get into fulfillment centers, pack alongside associates, observe how they actually interact with the current UI
  2. Design exploration → Explore concepts (including ideas we ultimately killed, like color-coded zones) and test them with real associates
  3. Validation → Run virtual design reviews with area managers and associates in NA and EU to pressure-test designs before build
  4. MVP build & launch → Ship a simplified, directed pack flow for the new site
  5. Post-launch measurement → Collect UPH data and associate feedback to inform the next phase

Discovery & Research

Research Goals

Methods

On-site research across three fulfillment centers

I visited sites in Massachusetts, Washington, and Louisiana, each with a different research focus:

  • Massachusetts: Evaluated new scanless technology (camera-based scanning replacing stationary barcode scanners). Collaborated with the hardware team to address an issue where the cameras captured too many barcodes at once, triggering excessive audio feedback. We reduced the repetitious scan sounds to match what associates actually needed to hear.
  • Washington: Packed orders hands-on in Singles and Pick to Rebin modes to build firsthand understanding of the workflow. Observed associates packing. Ran a controlled time trial experiment testing color-coded zones (more on this below).
  • Louisiana: Observed associates at the first site to implement scanless technology within the UI. Conducted bodystorming sessions where team members used prototypes at real pack stations, physically walking through the packing flow to catch usability issues in the actual environment before testing with associates.

Controlled time trial: color-coded zones

We hypothesized that color-coding the physical stations (pack station, USP machine, wrap area) and matching those colors in the UI would help associates navigate between zones faster. We ran a structured experiment: 10 associates packed for 30 minutes with colored zones in the UI and at the physical stations, then packed for 30 minutes without them. The result: no measurable improvement in speed or efficiency. We cut the concept, which saved the business the cost of painting and maintaining colored equipment across sites. More importantly, it confirmed that experienced associates already know where to go based on minimal UI cues. They didn't need the extra wayfinding.

Virtual design reviews (~15 sessions)

Throughout the project, I ran approximately 15 virtual design review sessions with area managers and associates across North America and Europe. These were interactive prototype walkthroughs where I simulated the full packing flow step by step and asked participants to flag potential issues, concerns, or anything that felt off. These sessions shaped the design direction iteratively over months.

Key Insights

Associates barely look at the screen

This was the most important finding. Experienced packers (and it only takes 1–2 weeks to become one) glance at the screen for a few seconds per shipment. They aren't reading, they're scanning for the one or two pieces of information they need. This reframed the entire design challenge: we weren't designing for engagement, we were designing for instant comprehension at a glance.

They need less information, not more

The legacy UI showed item lists, box codes, box descriptions, box locations, and illustrations of the full pack station setup. But associates already know where the boxes live. They can look at a code and know exactly what to grab. We stripped out the explanatory subtext, the item-by-item lists, and the detailed scene illustrations. What remained was a cleaner, more directed flow showing only what's essential for each step.

Environmental cues didn't help

The color zone experiment confirmed what observation had already suggested: associates don't need the UI or the environment to tell them where to go. They internalize the station layout quickly and rely on minimal text cues ("USP" or "Wrap") to know their next action. Designing for this meant resisting the urge to over-communicate.

The UI needs to work from 2–5 feet away

Associates aren't sitting at a desk. They're standing, moving, carrying items. The screen needs to be legible from a distance, which meant larger fonts, higher contrast, simplified layouts, and illustrations that communicate at a glance rather than depicting detailed scenes.

On-site research at a fulfillment center

On-site research at a fulfillment center

Defining the Opportunity

Scope & Priorities

Working with the PM and engineering lead, I defined what would ship in the MVP pilot vs. what would come in future releases. The guiding question was: what's the minimum we need to launch a functional, accessible Pick to Rebin experience at the pilot site?

Design Principles

Three principles guided decisions throughout the project:

Glanceable over comprehensive

Associates glance at the screen for seconds, not minutes. Every design decision filtered through this: Is this readable at a glance from 2–5 feet away? Can someone on hour 8 of a 10-hour shift instantly understand what to do? If it requires reading, it's too much.

Directed over open

The legacy UI showed everything at once. The new design presents only what's relevant to the current step. Instead of displaying all items, all instructions, and all packaging options simultaneously, we guide associates through a sequential flow, surfacing the right information at the right moment.

Consistent across workstations

Pack App is one workstation among many. Cross-trained associates rotate between stations throughout their shifts. Common interactions like scan feedback, error states, and problem resolution need to look and behave the same way everywhere. As I designed these flows, I coordinated with teams working on other workstations to ensure alignment.

Design Exploration

The core question for every screen was: "What is the bare minimum we need to show at this step, and why?"

A directed, step-by-step flow

Rather than showing all information at once, the new design changes the screen based on where the associate is in the packing process. Step 1 shows only the chute location, item count, and packaging type. Step 2 shifts to scanning, with items fading as they're scanned. Step 3 shows only the next required pack action. Step 4 confirms completion and assigns the next shipment. Each action is presented one at a time, never all at once.

Oversized touch targets

Associates aren't carefully tapping a screen. They're moving, carrying items, and reaching over to press a button mid-task. Every interactive element was designed larger than typical touch targets to account for the physical context: quick, imprecise taps from people in motion during a 10-hour shift.

Advocating for simplicity against resistance

This was not a smooth process. Engineering advocated for a "more is more" approach, wanting to keep the full list of scanned items visible and retain all information on screen at once. I walked through the design rationale step by step, grounding every decision in research findings: associates glance for seconds, they don't read item lists, they already know their station layout. The evidence supported stripping back, not adding more. It was contentious, but the research gave us the foundation to move forward with conviction.

Initial Exploration

I worked directly in Figma, using the existing legacy designs as a starting point and quickly iterating on layout variations. I explored several directions:

  • Structural variations: Some layouts stayed closer to the legacy design (familiar to associates and stakeholders), while others pushed toward extreme simplicity, stripping the UI down to the bare minimum.
  • Screen orientation: We strongly considered a vertical screen orientation. The packing process is linear (grab items, scan, pack, ship), and a top-to-bottom layout mapped naturally to that flow. But ultimately, every other workstation in the warehouse uses horizontal screens. Consistency across the warehouse won out over a layout optimized for one station.
Legacy UI Updated UI

Legacy vs. updated UI

Legacy heavy CTA screen
Updated heavy UI screen

Heavy label CTA – Legacy vs. updated UI

Iteration & Validation

Virtual Design Reviews

Throughout the project, I ran approximately 15 virtual design review sessions with area managers and associates across North America and Europe. These were interactive prototype walkthroughs simulating the full packing flow, where I asked participants to flag concerns or potential issues.

The feedback was largely positive, but a consistent theme emerged: resistance to simplicity. Area managers and associates were accustomed to the legacy UI showing everything at once. When they saw the stripped-down, step-by-step flow, the reaction wasn't "this is wrong," it was "this is different." People worried that removing information would confuse associates or slow them down.

In every session, I walked through the design rationale: the research showing that associates glance for seconds, that they don't read item lists, that they already know their station layout. When people understood the reasoning, they came around. But the discomfort with change was real and persistent.

MVP Launch

The MVP launched at the pilot site in Louisiana. It did not go smoothly.

When the dev team arrived on-site to implement the new design at a handful of stations, area managers pushed back. They preferred the legacy design. They wanted all the information on screen at once. The simplified, directed flow felt too different, and there was real resistance to moving forward with it.

Rather than reverting, I advocated for the design directly. I held sessions with resistant area managers, walking them through the research and rationale one by one. Through those conversations, I got a few people on board, and those early supporters started talking to their peers. Area managers who understood the reasoning began championing the design to other area managers, building confidence across the site organically. It wasn't a top-down mandate. It was grassroots buy-in, built through evidence and repetition.

The position remained straightforward: we have research supporting this direction. If the data shows the new design is slowing associates down, increasing errors, or causing confusion, we'll reconsider. But we owe it to the research to let it run.

EU-specific feedback

Design reviews with the European team revealed that the illustrations I'd created were inaccurate for EU sites. Packaging types differ across regions, so the box, bag, and machine illustrations that worked for North America didn't match what European associates would see at their stations. This is something I'll need to address before the EU launch this summer: creating region-specific illustrations so associates see packaging that matches their actual environment.

Post-Launch Measurement

The project is currently in a data collection phase, allowing metrics to stabilize before drawing conclusions. The engineering team implemented tracking across several dimensions:

  • Packing speed (time per shipment)
  • Problem menu usage (how often associates need to access problem resolution)
  • Error rates and shipment failures
  • Overall UPH trends

Early signals are encouraging. Initial data shows UPH improvements, and anecdotal feedback from associates suggests the reduced cognitive load is helping: less noise on screen means faster decision-making. A full analysis is underway to validate these early trends.

End-to-end packing flow

End-to-end packing flow (2 item shipment packed in a bag)

Final Solution

Pack App 2.0 replaces the legacy packing interface with a directed, step-by-step flow that shows associates only what they need at each moment. The UI advances automatically as actions are completed, primarily through scans. Associates never have to decide what comes next. The screen tells them.

Shipment Assignment

When an associate signs in by scanning their badge, they receive their first shipment. The assignment screen shows a large card with the chute color, ID number, and the quantity of items to collect. A smaller card on the right shows the packaging type (box, bag, or USP), telling the associate where to bring their items. For batched singles, the screen adapts: the chute location and number of shipments appear in the top-left, and instead of an item quantity, the screen simply reads "Scan any item."

Scanning

Once the first item is scanned, the screen transitions to the scanning experience. For multi-item shipments, all required items appear on screen with images. As each item is scanned, it fades from the "Items to scan" card, and the "Scanned items" count increases. A success toast appears at the top of the screen confirming each scan. If the wrong item or barcode is scanned, a red error toast appears immediately. If an item is missing, the associate can see exactly what's left to scan, with a clear image, rather than guessing what's unaccounted for.

Pack Instructions

After all items are scanned, the screen changes to show the next required action, one step at a time. The specific sequence varies based on the shipment configuration — box, bag, USP machine, or batched singles — but each step advances only when the associate completes the required action (scanning a label or pressing confirm). The associate never sees steps out of sequence or instructions for actions they haven't reached yet.

Shipment Complete

After the final scan, a success message appears ("Last shipment complete") and a new shipment is automatically assigned. The cycle begins again.

Key Design Details

  • Adaptive flow: The same underlying structure handles every shipment type. The UI adapts which steps appear and in what order based on packaging type, wrap requirements, and label needs. Associates don't need to learn different interfaces for different shipment types.
  • Oversized touch targets: Every interactive element is designed larger than standard to account for associates tapping quickly and imprecisely while in motion.
  • Simplified illustrations: New illustrations for all packaging types (box, bag, USP) and label requirements (barcodes, heavy labels, packing slips) replace the old detailed scene illustrations. Each one is designed to communicate at a glance from 2–5 feet away.
  • Consistent scan feedback: Success and error toasts follow a common pattern being standardized across all warehouse workstations, so cross-trained associates experience the same feedback regardless of which station they're working at.
  • Accessible by default: WCAG-compliant color contrast, large legible type, and high-contrast visual hierarchy replace the legacy UI's accessibility failures.

Impact & Outcomes

The MVP launched at a pilot site in Louisiana, with plans to expand across North America and eventually reach 100,000+ associates. Early results from the pilot are promising.

1%

Increase in packing speed (UPH) at the pilot site

10%

Reduction in time to proficiency for new associates

17%

Fewer cardboard boxes used, enabled by the new wrapping workflow

Lower error rates compared to the legacy UI

Qualitative Impact

"Associates are packing a lot faster and with fewer errors. The more simple screens seem to be helping."

— Area Manager, pilot site

Operational Impact

  • Eliminating color-coded zones saved the cost of painting and maintaining colored equipment across stations, a cost that would have scaled with every new site
  • Replacing keypads with touchscreens simplified hardware maintenance, reducing the number of components and cables at each station to a single swappable display
  • The wrapping workflow reduces cardboard box usage by approximately 17%, lowering material costs and packaging waste

Lessons Learned

  • Build buy-in one conversation at a time

    When the MVP launched and area managers pushed back, I didn't have top-down support to mandate the change. I had to advocate for the design myself, one conversation at a time, grounding every discussion in research. The turning point wasn't convincing everyone directly. It was getting a few people on board and letting them champion the design to their peers. Influence without authority is slow, but it builds more durable buy-in than a mandate ever could.

  • Designing for less is harder than designing for more

    Stripping a UI down to the bare minimum requires more conviction than adding features. Every stakeholder has a reason to keep something on screen. Defending simplicity means having research to back up every removal, and being willing to have uncomfortable conversations with engineers and area managers who disagree. The easy path is always "add more." The better path usually isn't.

What I'd Do Differently

Document the design rationale from the start, not just the designs. When resistance came during the launch, I was the only person who could explain why each decision was made. That doesn't scale. On my current project, I've already changed my approach: every design handoff now includes a companion document explaining not just what the design is, but why. Why these colors, why this font size, why this layout, why certain information was removed. When the rationale lives in a document, anyone can reference it. It doesn't depend on me being in the room.

What's Next

  • Iterating on the MVP based on associate feedback and any negative signals in the data
  • Improving problem resolution with a more nuanced flow that separates undamaged items from damaged or unscannable ones
  • Non-mirrored dual screens enabling station-specific content, including the return of the directional arrow for chute assignment
  • Europe and Japan launch this summer, with region-specific illustrations for European and Japanese packaging types
  • Broader rollout across North America, scaling the new experience to 100,000+ associates
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