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Homework 

During this five-day design sprint, my team designed a donation flow that gives second-hand computers a second life, by putting them in the hands of a child who needs them. We researched, prototyped, and presented our product. All while learning about the impact of secondhand electronics.

 

How might we make the donation process more transparent for Canadians aged 25 to 44 to feel more comfortable donating?

Project Overview

Project type: BrainStation, Academic Project
Timeline: 5 days , May 2023
Roles: UX Researcher, UX/UI Designer, Marketing Strategist

Sprint Overview

Map

The Problem

Families with no connectivity are disadvantaged when accessing a wide range of opportunities. Among them, children in school face significant barriers to completing their work, limiting their educational experience, and preventing them from developing digital skills. In April 2020, 59% of parents in low-income households reported that their children faced at least one of three digital obstacles in their education: a lack of reliable internet, no computer at home, or needing to use a smartphone to complete schoolwork.

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Homework is a non-profit organization with a mission to close the technology gap in society. They receive monetary donations and second-hand devices in good condition to provide disadvantaged K-12 students with working technology. However, they are currently experiencing long waitlists of individuals looking to obtain a device due to a large need for technology. They want to understand what motivates people to donate their old devices and design a donation flow to facilitate this process.

Our Goal 

Enable individual device donors through a seamless donation experience, to better reach K-12 students, who need access to digital devices to improve their educational experience and outcomes. These can be better summarized in 3 points:

  1. Build trust and empathy early in the donation process

  2. Communicate as much as possile through the donation process

  3. Quick and simple donation process (seamless)

Sketch

Understanding the Audience

To better visualize the consumer’s journey through an upgrade of the device, we took a page out of the marketing textbook and decided to analyze the journey of our potential donors through the consumer buying process. Then through it, we identified points of intervention for our user to come into contact with Homework and learn about donating their device.

Below is the user map that we imagined from the secondary research. We tried to make it similar to that of a person that is upgrading their device

Exploration Sketches

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User Interviews

During our process, we decided to interview a total of 9 users to learn more about their perceptions on old second hand technology and what they do when they decide to upgrade.

Sketches

To get a better idea, we decided to gather inspiration and do a crazy 8’s activity. This way we were able to come up with different ideas for our donation flow. 

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We select the best sketch by using a 3 dot voting system and finalize our final user flow. 

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Prototype

Using the brand guideline, we create a hi-fi prototype 

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