Most discussion of this work begins and ends with its central gimmick: that it plays out over a single turn, in which you are allowed to choose just one action that will determine how this little vignette concludes. For me, though, that's not the most important thing.
If Aisle was just an exercise in trying random actions to see what results, it might be fun and intriguing, but hardly heartbreaking. And make no mistake: for me, Aisle is heartbreaking, oozing the same sort of neon-drenched romantic loneliness as a Wong Kar Wai film. You'll find some of the finest writing in IF here:
>x trolley
(your trolley)
The trolley is a small cage of steel with bent rubber wheels. Full of your shopping: meals for one, drinks for one (well, drinks for several, but hey, who's counting?).
Gnocchi for one wouldn't really work. You settle for spaghetti and continue on to the next aisle.
As you play again and again, the backstory -- or rather, several possible backstories, but each drenched in the same melancholic longing -- gradually reveal themselves. One or two endings even hold out the promise of an end to the PC's isolation...
Truly, a great piece of work.