Change Jar app home screenChange Jar app splash screen

Project Details

Context: Capstone project for Springboard UI/UX Design Bootcamp
Timeframe: March - October 2021
My Role: In this solo project, I was fully responsible for every step of the process including research, design, and testing. 

Problem

With constant news coverage on both TV and social media, and a steadily increasing general interest in activism,  people are feeling inspired to make a difference in any way they can. However, donating can be hard, with convenience, safety, and budgeting still taking priority. 

Solution

Microdonations — donations of one cent to five dollars — are a donation method that feels comfortable to most people who want to give. Microdonations are most commonly made with spare change. The app Change Jar helps people learn about charitable organizations and make microdonations directly from their smartphones.

App Functions:

  • Make a donation
    • Three types: One-time, recurring, and linked
    • Linked donations connect to spending in another app (such as Amazon), and either round up the purchase amount or donate a percentage
  • Join fundraising groups

Open sections below to view the full process

Process

Expand

Empathize

Secondary Research

I conducted secondary research online, looking for the pros and cons of microdonations, to validate that this would be a viable direction for an app. 

Findings:

  • Microdonations provide the opportunity to donate on a grassroots level
  • According to NonProfit Pro, “Microdonations act on the existing compassion of younger generations by engaging them in everyday giving”
  • In their study on microdonations, OneRelief found that when a large group of people contribute towards a goal together, it instills a feeling of community achievement. People feel united in caring about the same cause and helping together.
  • In 2012, Macy’s raised $5.9 million and in 2018, Domino’s raised $1.5 million through “round-up” technique. (Forbes)
  • One of the main challenges of microdonations is that they tend to have lower donor retention (CallHub). Another is that, while it may feel easy to donate spare change, we might be moving towards a cashless society.


Survey

To gather more specific information on how people donate, as well as how interested they would be in making donations on a smartphone, I created a survey using Google Forms. I distributed the survey online on Instagram, Facebook, LinkedIn, and sent it out to friends, family and neighbors. 55 people filled out the survey.

100%

95%

75%

85%

of responders use smartphones

have made 10+ mobile transactions

have donated within the past 6 months

of donors have donated using their phones

100%

95%

of responders use smartphones

have made 10+ mobile transactions

75%

85%

have donated within the past 6 months

of donors have donated using their phones

  • 75% have donated money within the past 6 months, 84% within past year, and 89% at any time
  • The most common donation method was donating spare change
  • I also asked about terminology
    • Which term for giving money appeals the most to you: “giving”, “giving back”, “donating”, “contributing”, or other?
    • Which term, describing a source you might donate to, appeals the most to you: “charity”, “organization”, “cause”, or other?
    • There was not a significant difference in responses, showing that there was no clear terminology preference


Interviews

I reached out to 5 survey respondents for further interviews. The interviews were conducted over Zoom, and lasted about 30 minutes.

  • Even though participants had donated via their smartphones, there was no centralized method or app they used
    • There is an opportunity in the market for a user-friendly donation app
  • Giving spare change was the participants' favorite donation method due to its convenience
  • All interview participants preferred using card—whether in person or online—over cash
    • Reasons: convenience and less to carry, speed, getting points or cash back
  • This supports my secondary research: Microdonations are popular for their convenience, but struggling because of the shift away from cash
Expand

Define

Affinity Map

I took the findings from the interviews and wrote them on Post-It notes in order to create an affinity map. As a result, I was able to identify 6 major themes. 
I determined that the key motivations behind donations are Pure Altruism, Inspiration from Stories, and Guilt. The top factors that impact the donation experience are Convenience, Comfort, Safety, and Security.

Post-It notes on the wall, forming Affinity Map

Motivations to donate:

  • Inspired by stories — Seeing a cause that needs support on the news, on TV, in social media.
  • Pure altruism — People want to help their communities (of both proximity and identity), or hold passions for specific causes.
  • Guilt — Donating to feel better about oneself; feeling social pressure when people are tabling on the street; feeling bad when offered money, so redirecting others to donate instead
  • Incentive (Personal Gain) — Tax write-off, buying a product because the proceeds are being donated, volunteering as an activity to do with friends


Empathy Maps

I used quotes and ideas from the interviews to start defining my user types. The first empathy map represents The Activist, and the second represents The Frugal Idealist.

Empathy map for The Activist user typeEmpathy map for The Frugal Idealist user type


User Personas

I created User Personas based on the Empathy Maps. Visualizing target users for the app helped me focus on designing for real individuals.

User persona for Olivia, the activist user type, outlining her needs, goals, and pain pointsUser persona for Fiona, the frugal idealist user type, outlining her needs, goals, and pain points


"How Might We" Statments

With a clear idea of the target users in mind, it was time to define the How Might We (HMW) Statements for this project. 
How Might We...

  • ...encourage people to make small, incremental donations to causes they care about?
  • ...educate people about the impact of making microdonations?
  • ...create a mobile donation experience that feels convenient, safe, impactful, and rewarding?
Expand

Ideate

Brainstorm

With the HMW Statements defined, I took to my notebook to brainstorm the app that would achieve the users’ goals.
View full brainstorm and sketches
This sketch shows the change jar that I created in my initial brainstorm. I used this for the brand name and logo. 

"Small teeny tiny negligible amounts" to "Big difference"; "Let's all work together"; "Donation as teamwork"; "Definitive, achievable goals"

Small teeny tiny negligible amounts → Big difference
Let's all work together — Donation as teamwork
Go off teamwork/community theme → Work together w/ your friends or randomly assigned group (Like Fitbit, Duolingo)
Definitive, achievable goals
Not: Let's raise money for hunger ← Nebulous
Yes: $5 is a meal for someone in need.


User Stories

I mapped out user stories in two ways: by making a flowchart, and by creating a spreadsheet. 
This flowchart shows the different steps people take when deciding that they will make a donation. This is based on the stories I learned from the interviews.

A flowchart showing how someone might donate

MVP stands for Minimum Viable Product— or the most essential features of an app. These specific goals were chosen based on the user stories.

I used this spreadsheet to organize potential user stories, so I could turn abstract goals into actionable items that would appear in the app.


User Flows

Next, I made user flows to show how the users would navigate through the app.

Flowcharts of the process for selecting a cause and payment method
Flowchart of the process for creating or joining groupsFlowchart for the process of donating three different ways

During this part of the process, I defined the app’s red routes. These are the key sequences of actions that users take while navigating through the app. Here, the red routes are:
Groups:

  • Join groups
  • Create groups

Donate:

  • Linked donation
  • Recurring donation
  • One-time donation


Site Map

I compiled the concepts from the User Stories Spreadsheet, as well as the routes of the User Flows, to determine what pages would be needed for the app.At this point, I dropped the idea of including the functionality for creating groups for this project, because it would take significantly more time to develop than I had allotted.

Change Jar site map


Competitor Heuristic Analysis

I identified 3 apps with similar themes and goals: Coin Up, ShareTheMeal, and Kiva. I mapped these apps in a spreadsheet to analyze how they performed in three heuristic categories: 

  • User control and freedom
  • Consistency and standards
  • Aesthetic and minimalist design

View full Competitor Heuristic Analysis

Expand

Prototype and Test

Sketch

Next, I sketched the screens for my red routes. Below are some of the sketches that I contemplated the most, followed by all of my original screen designs.
All Sketches

Cause List

Cause List page sketch

Categories

sketch for Categories page

Cause Page

sketch for cause page

Payment

sketch for payment amount page
19 app screen sketches


Usability Test 1

I used Figma to turn my sketches into wireframes, making them more readable and professional. Then I set up simple interactions between screens.Once I had a working, low-fidelity prototype, I reached out to 6 people I knew to test it. These participants were asked to follow a series of tasks that corresponded to each red route, and to narrate their experience and expectations while they did so.

Tasks:

  1. Find out more information about a cause or organization
  2. Set up a donation that connects to purchases you make on another app
  3. Set up a monthly donation

Findings:

  1. The cards for causes (below) were set up with three buttons: bookmark, select, and “view more”. Instead of pressing an individual button, users attempted to press the whole card.

    Wireframe of a card with charitable mission information
  2. The buttons, represented by only icons, were unclear. The donation terms: One-time, Recurring, and Linked, need an explanation. 
  3. The check mark button, which selects the cause and takes a user to the donation screen, was unclear and made for too sudden a transition. 
  4. Otherwise, the methods for task completion were clear to testers. Test participants understood the premise of the app, what they were trying to achieve, and how to flow through the process.

Changes:

  1. I removed the check mark and arrow buttons from the cards and made the whole card clickable.
  2. Eliminated unclear buttons, including the ones mentioned above and navigation. Introduced a button and a description next to each donation method.
  3. After I removed the check button, the app was altered so users could not make the mistake of automatically donating. They would instead always be brought to the “more information” screen first. This adds an extra step to the donation process, but helps prevent mistakes.


Wireframes

Using the changes determined from the first round of usability tests, I made digital wireframes.
All Wireframes in Figma

About 20 app screen wireframes


Edge Cases

Before moving forward and committing to any design decisions, it was important to assure that potential edge cases — like having too much or too little text — could be accounted for. Here are examples of how the designs would account for edge cases.


Wireflows

I created wireflows to show the navigation through the wireframes.
View Wireflows

Expand

Design

Defining the Brand Platform

Brand Name: Change Jar

  • I chose this name because I want people to visualize a familiar jar for collecting spare change as they use the app. This way, users don’t have to think about donating as making a massive sacrifice, but rather simply dropping coins in a jar. People shared in the survey and interviews that, even when they don’t feel that they’re in a place to make a donation, they’re comfortable giving spare change. 
  • I was especially proud of the double meaning of the word “change”. It shows that the app is for giving small amounts of money to make a difference.

Mission: Inspire people to take little steps towards positive change, together. 

  • I chose “inspire” instead of “empower”, a word which I strongly considered. Empower can be forceful, and too big. The donations on this app are small actions that should feel undaunting. Inspire feels lighter, easier, and more based in hope than in power. 
  • The word “together” shows that teamwork is an important aspect of the app. It relies on the involvement of many people, combining all of their small actions.

Brand Personality: Change Jar is a warm, earnest place, where people believe in the power of unity, and appreciate the value in even the smallest of actions.

  • This app makes people feel like they are part of a community, one where others care about helping the world as they do. This is a place for those who want to solve a problem but don’t know where to start, and a place that praises the impact of taking a small step when you could be standing still.

Brand Attributes: Altruistic, Encouraging, Grateful, Teamwork-Oriented

  • Altruistic — This is an app for people who are empathetic and want to make a positive impact
  • Encouraging — A user should never feel like Change Jar is pressuring them to make a big donation. Instead, they should feel cheered on for participating at all
  • Grateful — A continuation of “encouraging”, the user should know that, just for considering making a donation at all, they are appreciated. 
  • Teamwork-Oriented — Captures the type of community effort that Change Jar will entail. Users don’t have to know the other people who are contributing to the same cause that they are; just that they are not alone, but part of something larger.


Mood Board

I chose photos that convey a sense of joy, coziness, hope and a world of possibility. The goal UI aesthetic was “warm minimalism.” I attempted to achieve simplicity, but in a way that still seems personable and welcoming. These screens use color sparingly, but intentionally, which became a source of inspiration for me.

A collection of pictures, colors, and app screens collected for design inspiration


Logo

I decided to make a logo that was mostly type-based, to stay succinct and simplistic. I added a stack of coins to create an easily recognizable symbol, and a visual representation of the main purpose of the app: small donations.

Change JarChange Jar

Style Guide

Using this visual inspiration, as well as the User Personas and platform goals, I decided on the fonts, colors, imagery and other elements I would use for the Change Jar app. 
Click or swipe through my style guide pages in the slideshow below.


High Fidelity Mockups: First Four Screens

These are the first screens I designed, testing out the styles I selected. After sketching and wireframing, I made significant changes to the Categories page. When it once had icons in large boxes, I turned it into a narrow, stacked list to improve readability. 

High fidelity screen mockups of Home, Categories, Cause List, and Single Cause pages


Accessibility Audit

I have experience in checking for accessibility as I design, so I was monitoring factors like button size and contrast ratio throughout the design process. However, when I scrutinized my initial designs, I still found some aspects that needed changing. For instance, I needed to select a darker brand color so the logo could be used on a white background, and I needed to distinguish groups by label, not by color. 

Accessibility Changes: Updated brand color to a darker blue for more contrast, updated progress bar not to be color-based, added more labels


High Fidelity Mockups

With accessibility in mind, I went on to create the rest of the screens needed for the main user flows in Change Jar.  I made a couple edits to the existing screens, like giving the Home page a more minimalist design that optimized space, and adjusting the content width of the progress bar on the Single Cause page to create a more uniform margin. 

Screens showing the process of joining groupsScreens showing the process of starting a donationScreens showing the process of making a linked donation and adding a credit cardScreens showing the process of making a recurring donationScreens showing the process of making a one-time donation and logging in


Animations

To create microinteractions and animated screen transitions, I used InVision Studio. I included microinteractions for:

  • Tabs
  • Buttons
  • Slide-up menu
  • Expanding/collapsing text
  • Selecting an item from a set of options
  • Dropdown menu
  • Hamburger menu
  • Success modal

Watch screen animations

Expand

Prototype and Test

Prototype

In InVision Studio, I went through all of my high fidelity screens and added interactions. I connected the paths through the app, and made the buttons interactive. With the screens combined into one prototype, it was now possible to click through the app and navigate through the red routes.


Usability Test 2

I wrote out a test plan, defining the goals of the test, my general research questions, and test participant criteria. Next I created a test script.

I recruited 5 participants. This round of usability tests was all conducted in person, because I wanted to see exactly how people reacted to the app. During each test, I explained the broad premise of the app, then had participants attempt three tasks on the prototype, and finally, asked them some open-ended questions.

Results

  • The meaning of “groups” was unclear to testers. There wasn’t enough information provided for some participants to learn the difference between “groups” and “causes”.
  • Participants struggled to find the “Find and Join Groups” button on the bottom of the groups section of the home page.
  • Participants didn’t use the hamburger menu to navigate.
Usability Test Report

Updates

The test participants highlighted some areas of the app that could definitely use improvement. I worked to make changes so that the app would flow the way users expected it to. For the screens below, the original designs are on the left and updated designs are on the right.

The Cause Page before and after making changes
  1. Edited “share” icon. A test participant thought the original icon might be for making a linked donation, and others agreed that the new icon was more clear
  2. I eliminated all “floating” buttons from the app design. Now all buttons are incorporated into the design, instead of covering other content.
  3. Added a bottom navigation menu, with icons showing the primary areas of the app.
The home page before and after making changes

Buttons are no longer anchored to the bottom of the screen. Instead, they have a specified position among the rest of the content.

The groups page before and after making changes

The Groups page now has a description of what “groups” are.

Usability Test 3

I recruited 5 new participants to try the usability test with the updated app. I used the same tasks and questions with the second test, to be able to draw direct comparisons between reactions to each prototype.

I conducted 2 of these usability tests over Zoom, having the participant share their screen, so I could see how they interacted with the app, as well as their facial expressions, at the same time. I found this method just as effective as testing in person.

The app updates went over very well. This time, every test participant was able to complete every task smoothly. The updated navigation menu had the most positive impact at all, speeding up how quickly each user could complete the tasks. 

View the Change Jar Prototype

Conclusion

By studying microdonations, people’s motivations to donate, and the ways people intuitively navigate through the donation process, I was able to create an app that helps people easily set up small donations. This process lasted from March through October, and helped me learn and solidify several skills, especially UX research and building animated interactive prototypes. If I were expanding the app, I would like to further investigate gamification, to create an app experience that uses positive reinforcement to keep people donating, the way DuoLingo works for language learning or Fitbit for exercise. But for now, the app is functional, pleasing, and intuitive, and left those who tested it feeling accomplished and proud.  

View the Change Jar Prototype

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