- Use “giving” to multiply the power of every dollar
"GiveCard" is a charitable user experience product from Goodworld Inc., which integrates the "gift and voting" approach into the traditional donation process so that the donated funds can be used more comprehensively where needed. My role, as a UI/UX designer was to transformed the innovative "GiveCard" concept into an easy-to-follow user experience product.
When users receive GiveCards as gifts, they can choose the value contained in the GiveCard to go to a charity that the users think is more needed. At the same time, users can choose to increase the number of donations or buy more GiveCards to give to others, which will eventually expand these social influences exponentially.
When users choose to redeem GiveCard, they can search for relevant charity and further understand the charity's goals and influence.
After redeeming the GiveCard, users can choose to increase the donation amount for the same charity or buy more GiveCards to give to others.
After redeeming the GiveCard, users can choose to increase the donation amount for the same charity or buy more GiveCards to give to others.
On the checkout page, users can change the selection and quantity at any time, and they can also save these influence-enhancing choices for the future.
At the beginning of the project, my supervisor Richie used some cases to tell me some preliminary ideas for "GiveCard." Through the miro board, we sorted out the process of "GiveCard" and the existing problems.
To find out some problems and implement the design, I created this operation flow based on user journeys and product processes.
To sort out the user's visual information and alternative paths. I created this Flow Chart through the Miro board.
Then I used the same tool to display the product information hierarchy on a simple wireframe. We use some small stickers to put forward the problems and solutions in each part.
The product should help users make their choice quickly and for a reason.
To better understand users, I first adopted The Home Depot as a representative "Company Campaign" user model. Then, following the research on The Home Depot's goals and social responsibilities, we simulated a "sustainable forestry" campaign.
To realize the "sustainable management" strategy, The Home Depot and Goodworld Inc. jointly launched a sustainable forestry campaign called "Plant the Future." The campaign was initiated by "GiveCard" as the carrier, and the company distributed the "GiveCard" to all employees.
"Plant the Future" aims to create a multiplied positive impact on sustainable forests through the dialogue of users' voting behavior and the motivation of value increase.
Client:
The Home Depot
Campaign Name:
Plant the Future
Topic:
Sustainable Forestry
Duration:
160 days
Due to the diversification of the path, the result is less consistent with the predetermined direction. It's a good performance that users can use an average of 4s to read the page, but the wrong click-through rate should be paid attention to and adjusted.
Users will have different choices during the charity selection and the checkout stage.
The user clicks the right arrow button on the charity selection page to view the charity information, and the response area is insufficient. However, on the checkout page, the entire card can be used as a reaction area.
Users spent a long time reading information and making choices on the campaign information page and charity selection page. At the same time, users on other pages can quickly follow the desired process to act.
The product is still in the process of development and testing. If you want to know more design details, feel free to contact me.
Let's craft design stories and share life's adventures together! Reach out anytime for a creative chat or to exchange insights.