Learnings
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2.
3.
Design with accessibility in mind
If you design with all users in mind, the result will be beneficial to everyone.
Design isn't linear
All steps of the design process may need to be revisited to ensure the outcome is effective. This may save big changes in the long run.
Keep it Simple
The idea doesn't have to be grandiose to be a great experience for users and solve a particular problem.
The Design Process
Discovery
What resources are available?
Site Map
After much ideation, planning, and persona.
Prototype
Long process to learn efficient ways to design the prototype.
Ideation
Planning and Persona
Wireframes
This step was iterative and I went back to design based on feedback.
Background / Problem
My mobile app concept was inspired by the lack of virtual resources for donating clothing and other items. Since there isn't an option for local donation pick-up in the App Store, I thought about those who physically cannot make it to the store and haul bags or large items.
The goal of the app is to allow users to connect with the local community by presenting needs from organizations in the form of challenges. The user can accept the challenge and donate items listed by the organization. The accessibility factor comes from the donation pick-up element of the app for those who cannot physically donate the items, which benefits everyone in the long-run.
Example: The local women's shelter needs clothing for winter, canned foods, and unopened makeup / feminine products. The user can accept the challenge and put those items out on their porch to be collected. The user then gets points for completing the challenge. They can also indicate how they would like to share the items based on their ability to lift/move the items.
Market Research
The organizations who offer pickup for donations are larger such as Salvation Army, Goodwill, and AMVETS. This a great option for people but does not solve for the need in the community. Local organizations may be accepting donations, but don't know how to get started with pickups and how to broadcast this to the community. Therefore, those in the community who cannot physically donate these goods are left out unless someone they know can support. Additionally, this isn't an immersive experience, which may be uninteresting to Millennial and Gen Z users.
Persona
Sydney
30 yrs/old
College Professor
About
Sydney is a professor with an active lifestyle. She spends her time doing work for her classes and with her family/dogs. Sydney loves to be a part of the community and support local organizations.
Pain Points
1. Needs to rely on other's support to donate to local organizations
2. Will donate to larger orgs but prefers a user-friendly mobile option
3. Wants items to go to those in need rather than sold at in-store locations
Design Tenets
1. Should be simple to use: The user should be able to log-in and feel confident in using the app / donating immediately.
2. Design should be enjoyable: It shouldn't feel like a task to use the app. The user will enjoy the app and want to use it frequently for supporting the community and donating clutter.
3. Connect user to the community: This is the whole point of the app. The user should feel involved and know that they are supporting a cause close to home.
Wireframes
These mid-fidelity wireframes are the first iteration of the app. After feedback from my peers, I changed elements that would affect the UI and Information Architecture.
Update Examples:
The UI was updated to reflect the gamified theme and make the experience more fun for the user.
The layout of the cards on the challenges were changed to create hierarchy and a more usable structure. For example the accept buttons quite small and the points/completion date get lost. Additionally, there is no address for the org listed.
Another addition is on the profile screen. Users can now see the impact they are making by donating, which ties into the sustainability aspect of the app.
Design Notes
After typing in their name, address, password, etc the user will be asked to add a profile photo and list any disabilities they may have. This will appear on the orgs end and allow them to tailor a different experience based on this user's needs.
Example: Sydney is in a wheelchair and cannot move large items. She notes this in her profile and the orgs will know Sydney cannot leave items on her porch. She will need someone to come inside and load it for her.
The profile screen will show what challenges the user has accepted and where they can complete them when they're ready. When the user clicks "Complete" they will choose pick-up or drop-off. Then their camera will open and this is to take a photo of the items being donated / what the bundle looks like.
Example: Sierra is donating a bag of dog toys. She took a picture of the bag so the org knows what they are picking up.
If iterations were to be made, I would make an option to skip the camera and type of description for those who can't use their camera.
At the bottom of the page there is a tracker for how many orgs were supported and how many bundles of items were potentially saved from landfills. They will also have their badges under their profile photo. it could be possible to add more gamified elements to this such as a loading bar to the next badge.
When the user is logged in they will see three screen options: Profile, Challenges and Settings. This is to ensure a simple experience for the users. Additionally, the gamified elements are sprinkled throughout the design. The bar and heart in the top left signify what badge the user has currently and how much they need to achieve before they receive the next badge.
The user is first presented with the available challenges. When they accept a challenge they can click Profile to complete it.
The settings screen is very simple and allows users to do the basics as well as go back to view the onboarding screens. If I were to make a change to this, I would add more accessibility options. Currently the user has text-to-speech and enlarge text.
Results
The app, WeDonate, is conceptual so there are no tangible results, but I do love the idea. The design of the app inspired me to look for meaningful roles in my career that make a difference in other's lives. Designing for accessibility has become a passion and something that I want to continue learning about. If I could expand on this app, I would include user testing, accessibility testing, and explore more ways to support people living with disabilities through the app. This may come as a result of user research.
Learnings
1.
2.
3.
Design with accessibility in mind
If you design with all users in mind, the result will be beneficial to everyone.
Design isn't linear
All steps of the design process may need to be revisited to ensure the outcome is effective. This may save big changes in the long run.
Keep it Simple
The idea doesn't have to be grandiose to be a great experience for users and solve a particular problem.