Overview
Goal
Designing an experience that promotes generous behavior in society in general and enable people to help each other during financial hardships
Project Type
Group Project
Supervised by
Sentier Strategic Resources
Team
3 Researchers
6 Designers
Timeline
14 Weeks (7 Sprints)
My Role
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UX Design
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Interface Design
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Illustration
Tools
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Figma
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Miro
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Illustrator
Design Question
How might we help people to be able to easily support each other during financial hardships?
Approach
The project was managed with agile method in 7 sprint in 14 weeks.
In this project, I contributed in the research phase and worked actively in the design and prototyping stage. The main tools that I used for this project were Figma, illustrator, Miro and my freehand sketching skills.
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Background
This project was defined when people faced with financial hardships due to the COVID-19, and some political issues caused some feeling of segregation in our society. So the idea came up that how we could unite our community and create a supportive spirit among people during such situation.
This is a group project that was proposed and supervised by Sentier Strategic Resources which is a UX design and research agency.
Problem Statement
During the COVID-19 pandemic, many people experienced financial hardships. If people don't find ways to easily support each other, we might face some social crisis in the future. Easy to use and engaging platforms are needed to encourage kind acts.
Project Process
Research
01 Secondary Research
The goal of secondary research is to understand the reasons that people donate and factors that impact this behavior. My main findings at this stage are depicted at images below.
These findings convinced us that this is a viable problem space to work on.
During literature review, We learned about “Fogg behavior model”
That says occurrence of any action requires convergence of motivation, ability and trigger at the same moment and donating action is not different from others.
02 Competitive Analysis
We looked at competitors to classify their features and built out a feature matrix.
Based on the feature matrix, We found that we must consider recommended/popular donations; we should have donation categories and measures to build trust for users. Our platform also could have donor ranking, automatic recurring donation and social media sharing.
The main takeaway of this section that was used in the design stage was a list of features that I must, should and could incorporate in the final solution.
03 Survey
We conducted a survey about generous behaviors in society to get some quantitative understanding of the problem space. The main takeaways of survey results are shown below:
04 User Interview
To dig deep in users needs and expectations, we interviewed 12 users in 1-hour interview sessions about their generous acts and donation efforts. The main takeaways of this step are shown in the image below.
Research Recap
After doing all the research work, I can say that the main finding that were consistent in secondary research, user survey and user interviews were these items:
Journey Map
The other method that we used in this project to conclude the research findings, was to map the current state of user journey for donating activities.
Design Goals
Based on our research findings, persona and user journey, I can say that final solution must meet these goals:
Persona
To synthesize research insights into a usable document for the design stage, we created a user persona so that all team members can empathize with real users and have an understanding of their needs, challenges and goals in the donation process.
Design Scenarios
To start generating ideas for this experience, we came up with 3 donating scenarios that our persona might experience:
Ideation
My approach in the ideation was storyboarding each scenario and then sketching screens for them. Storyboarding helped me to feel myself in the user context and enable me to think more creatively.
In scenario one, finding a friend in need that never asked for help was the main challenge. I suggested using the integration to social media like FB and Gmail to find people.
In scenario three, a recipient does not need the help and prefers to pass it on into a cause that would like to support. My idea for this scenario is to show a donation map to the user that helps them to understand where more donations are happening at the moment.
Based on our scenarios and ideation output, I prepared an information architecture diagram for the application to think and plan for details before starting the wireframing and prototyping. It helped a lot in clarifying next steps for the design process.
Reflection
If I look back to the project I should say that
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As a junior designer, I found out that I need to do better at making sure that I’m keeping track of all the research findings and constantly going back and referring to those findings. Research happens over several phases, we have to run secondary research, survey, user interviews and so on. So during sprints that everything happens so fast, we might forget to go back and check with research. With a purpose to have smarter decision about design we need to be aware of all research insights.
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Testing my Hi-fi prototype with users is a remaining part of this project that can make me sure about the use of colors and fonts or it can change my mind!
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And designing an experience for people who want to claim a need or start a fundraising cause is missing in this work and for the next step, I believe I have to work on that part.
Design
Design Goals
Based on our research findings, persona and user journey, we can say that final solution must meet these goals:
Persona
To synthesize research insights into a usable document for the design stage, we created a user persona so that all team members can empathize with real users and have an understanding of their needs, challenges and goals in the donation process.
Design Scenarios
To start generating ideas for this experience, we came up with 3 donating scenarios that our persona might experience:
Ideation
Everyone in our team started ideating on each scenario to explore options and features then we gathered and voted on each idea to find useful and genius features for the purpose of the experience.
My approach in the ideation was storyboarding each scenario and then sketching screens for them. Storyboarding helped me to feel myself in the user context and enable me to think more creatively.
In scenario one, finding a friend in need that never asked for help was the main challenge. I suggested using the integration to social media like FB and Gmail to find people.
In scenario two, in which we want to help local stores in the neighborhood, the idea is providing the option to help stores through donating gift cards to people. By doing this, we can help businesses as well as people in our neighborhood.
In scenario three, a recipient does not need the help and prefers to pass it on into a cause that would like to support. One idea for this scenario is to show a donation map to the user that helps them to understand where more donations are happening at the moment.
Based on our scenarios and ideation output, we prepared an information architecture diagram for the application to think and plan for details before starting the wireframing and prototyping. It helped a lot in clarifying next steps for the design process.
Lo-Fi Design
We started working on a wireframing and low fidelity prototype based on the information architecture and ideas that we had from the ideation process. Here are some of the screens that we made and used for user testing session.
Lo-Fi User Testing
For user testing of the low fidelity prototype we decided to go with the RITE method and iterate on the prototype after each 3 user testing sessions. In overall we tested the prototype with 11 users and iterated it 3 times.
The main takeaways of the user testing session is shown below:
Hi-Fi Prototyping
The high fidelity prototyping stage is when I bring emotions and feelings to the design by deciding about color set, typography and considering accessibility principles. I worked on this part of project individually and started by studying psychology of colors. Colors that I decided to work with were:
source: uxstudioteam.com
I started trying variants of these colors:
However I ended up using mint color as the dominant color since it is a combination of green that is an indicator of generosity, kindness and growth.
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For designing high fidelity interfaces, I defined a design system consisting of colors, fonts and dimension of elements that should be consistent in all screens. Considering principles of accessibility and inclusive design were top priority in making decisions in this section.
Colors
Psychologically, green is the color that is associated with generosity. Blue is color for calmness. The dominant color of this app is the mint color that is a combination of green and blue
Font
Readability of the font was the main criteria in selecting a typeface. Proxima Nova is a modern sans-serif font that has a friendly appearance
Buttons
Ease of detection and interaction were the main reasons for deciding about dimension of Buttons
After defining the design system, I started polishing each single screen to create a click-through prototype.