Adding a New Crowdfunding Feature
Adding a New Crowdfunding Feature
Adding a New Crowdfunding Feature
Role: Individual, UX/UI Designer
Timeline: 4 weeks
Tools: Figma, Marvel
Role: Individual, UX/UI Designer
Timeline: 4 weeks
Tools: Figma, Marvel
Problem
Problem
Problem
The project for Venmo was done for a student project at Designlab. Many Venmo users already use the Venmo app to donate to other users, so Venmo would like to create an official fundraising platform to make crowdfunding even easier. Venmo would like a prototype of this feature that will embed within the current Venmo platform for mobile. Since this would just be an added feature and Venmo already has other sources of revenue, they would be able to create a free platform making them competitive with GoFundMe.
The project for Venmo was done for a student project at Designlab. Many Venmo users already use the Venmo app to donate to other users, so Venmo would like to create an official fundraising platform to make crowdfunding even easier. Venmo would like a prototype of this feature that will embed within the current Venmo platform for mobile. Since this would just be an added feature and Venmo already has other sources of revenue, they would be able to create a free platform making them competitive with GoFundMe.
Venmo is a mobile payment service app where funds can be transferred easily between users. There is also an integrated social networking platform making sending/requesting money fun and comfortable between users. Venmo would like to add to its social capabilities by creating a crowdfunding feature within its app to allow users to utilize fundraising campaigns to help those in need.
Venmo is a mobile payment service app where funds can be transferred easily between users. There is also an integrated social networking platform making sending/requesting money fun and comfortable between users. Venmo would like to add to its social capabilities by creating a crowdfunding feature within its app to allow users to utilize fundraising campaigns to help those in need.
Venmo is a mobile payment service app where funds can be transferred easily between users. There is also an integrated social networking platform making sending/requesting money fun and comfortable between users. Venmo would like to add to its social capabilities by creating a crowdfunding feature within its app to allow users to utilize fundraising campaigns to help those in need.
Venmo is a mobile payment service app where funds can be transferred easily between users. There is also an integrated social networking platform making sending/requesting money fun and comfortable between users. Venmo would like to add to its social capabilities by creating a crowdfunding feature within its app to allow users to utilize fundraising campaigns to help those in need.
Secondary Research & Competitive Analysis
Secondary Research & Competitive Analysis
Secondary Research & Competitive Analysis
Secondary Research & Competitive Analysis
Research & Competitive Analysis
I began this project with secondary research to get a better understanding of the crowdfunding industry. From the existing data, I was able to learn about the different crowdfunding models and the keys to crowdfunding success. I also researched what other competitors are currently doing to see where improvements can be made.
I began this project with secondary research to get a better understanding of the crowdfunding industry. From the existing data, I was able to learn about the different crowdfunding models and the keys to crowdfunding success. I also researched what other competitors are currently doing to see where improvements can be made.
I began this project with secondary research to get a better understanding of the crowdfunding industry. From the existing data, I was able to learn about the different crowdfunding models and the keys to crowdfunding success. I also researched what other competitors are currently doing to see where improvements can be made.
I began this project with secondary research to get a better understanding of the crowdfunding industry. From the existing data, I was able to learn about the different crowdfunding models and the keys to crowdfunding success. I also researched what other competitors are currently doing to see where improvements can be made.
Interviews
Interviews
Interviews
Interviews
Interviews
After getting an overview of the crowdfunding industry, I conducted 1:1 interviews with 4 participants who have experience with fundraising. The interviews revealed the needs, wants and pain points users have faced while fundraising. Below is an overview of the needs and wants of users in order to have the most successful fundraising outcome.
After getting an overview of the crowdfunding industry, I conducted 1:1 interviews with 4 participants who have experience with fundraising. The interviews revealed the needs, wants and pain points users have faced while fundraising. Below is an overview of the needs and wants of users in order to have the most successful fundraising outcome.
After getting an overview of the crowdfunding industry, I conducted 1:1 interviews with 4 participants who have experience with fundraising. The interviews revealed the needs, wants and pain points users have faced while fundraising. Below is an overview of the needs and wants of users in order to have the most successful fundraising outcome.
After getting an overview of the crowdfunding industry, I conducted 1:1 interviews with 4 participants who have experience with fundraising. The interviews revealed the needs, wants and pain points users have faced while fundraising. Below is an overview of the needs and wants of users in order to have the most successful fundraising outcome.
After getting an overview of the crowdfunding industry, I conducted 1:1 interviews with 4 participants who have experience with fundraising. The interviews revealed the needs, wants and pain points users have faced while fundraising. Below is an overview of the needs and wants of users in order to have the most successful fundraising outcome.
I developed two personas based on my research and interview findings to better empathize with the types of users of crowdfunding services. The main target audiences include the users starting a fundraising campaign and the donors.
I developed two personas based on my research and interview findings to better empathize with the types of users of crowdfunding services. The main target audiences include the users starting a fundraising campaign and the donors.
I developed two personas based on my research and interview findings to better empathize with the types of users of crowdfunding services. The main target audiences include the users starting a fundraising campaign and the donors.
I created an empathy map to better visualize the goals, preferences, and behaviors of my personas. The combined map helps to see the similarities between the users starting a fundraising campaign and the donors.
I created an empathy map to better visualize the goals, preferences, and behaviors of my personas. The combined map helps to see the similarities between the users starting a fundraising campaign and the donors.
After determining the main features for the crowdfunding campaign, I sketched out the app interfaces. I embedded as many of the must-have features into Venmo's app while keeping the same brand and UI elements.
After determining the main features for the crowdfunding campaign, I sketched out the app interfaces. I embedded as many of the must-have features into Venmo's app while keeping the same brand and UI elements.
I created a user flow based on my sketches for both my personas (the one starting a campaign and the one donating) to make sure that all the features were included for a seamless flow.
I created a user flow based on my sketches for both my personas (the one starting a campaign and the one donating) to make sure that all the features were included for a seamless flow.
I incorporated Venmo's current UI elements to create the high fidelity wireframes. I put together a prototype in Figma from the initial high fidelity wireframes to test out the ease of usability of the crowdfunding feature. I created 3 tasks for the users: 1) create a campaign 2) donate with an account 3) donate without an account. All users said the process was very simple and easy to complete which was our goal. Below are the few challenges users faced/suggestions and the changes that were made:
I incorporated Venmo's current UI elements to create the high fidelity wireframes. I put together a prototype in Figma from the initial high fidelity wireframes to test out the ease of usability of the crowdfunding feature. I created 3 tasks for the users: 1) create a campaign 2) donate with an account 3) donate without an account. All users said the process was very simple and easy to complete which was our goal. Below are the few challenges users faced/ suggestions and the changes that were made:
Below are the updated high fidelity prototypes after the changes:
Below are the updated high fidelity prototypes after the changes:
Below are the updated high fidelity prototypes after the changes:
Below are the updated high fidelity
prototypes after the changes:
TASK #3: Donating without signing up
TASK #3: Donating without signing up
TASK #3: Donating without signing up
TASK #3: Donating without signing up
TASK #3: Donating without signing up
What I Did
What I Did
What I Did
What I Did
What I Did
What I Didn't Do
What I Didn't Do
What I Didn't Do
What I Didn't Do
What I Didn't Do
Key Takeaways
Key Takeaways
Key Takeaway
Key Takeaways
Key Takeaways
1. I learned how to embed a new feature within an existing app and keep the original brand and UI elements. I just had to keep the design of the new features consistent with the original design.
2. Creating different tasks for the users in testing was helpful to make sure that all the different user flows work seamlessly.
3. Prioritizing the must-have features of an app and keeping the app simple and easy to use are more important than trying to cram too much into an app. An app is more successful when it focuses on a few things rather than too many things.
4. Empathy maps help designers address all the concerns of the users to find the best solutions. They also help to make sense of qualitative research from the secondary research to the user-interview findings.
5. Requiring users to download an app/sign in/create an account causes more friction which would lead to less users donating in the end. When users click on a campaign link on Facebook and don't already have the Venmo app installed, they would be led to the app store to download the app. Then they would have to go back to the link on Facebook to get back to the sign up/sign in to donate page. To resolve this issue, I made a web link of the app as well so that users can go directly to the web version of the app and donate with or without an account.
6. The more users involved in interviews and testing the better since everyone has their own point of view. Different users spark new ideas and may recommend features that were not thought of initially by a designer to make a product even better.
1. I learned how to embed a new feature within an existing app and keep the original brand and UI elements. I just had to keep the design of the new features consistent with the original design.
2. Creating different tasks for the users in testing was helpful to make sure that all the different user flows work seamlessly.
3. Prioritizing the must-have features of an app and keeping the app simple and easy to use are more important than trying to cram too much into an app. An app is more successful when it focuses on a few things rather than too many things.
4. Empathy maps help designers address all the concerns of the users to find the best solutions. They also help to make sense of qualitative research from the secondary research to the user-interview findings.
5. Requiring users to download an app/sign in/create an account causes more friction which would lead to less users donating in the end. When users click on a campaign link on Facebook and don't already have the Venmo app installed, they would be led to the app store to download the app. Then they would have to go back to the link on Facebook to get back to the sign up/sign in to donate page. To resolve this issue, I made a web link of the app as well so that users can go directly to the web version of the app and donate with or without an account.
6. The more users involved in interviews and testing the better since everyone has their own point of view. Different users spark new ideas and may recommend features that were not thought of initially by a designer to make a product even better.
1. I learned how to embed a new feature within an existing app and keep the original brand and UI elements. I just had to keep the design of the new features consistent with the original design.
2. Creating different tasks for the users in testing was helpful to make sure that all the different user flows work seamlessly.
3. Prioritizing the must-have features of an app and keeping the app simple and easy to use are more important than trying to cram too much into an app. An app is more successful when it focuses on a few things rather than too many things.
4. Empathy maps help designers address all the concerns of the users to find the best solutions. They also help to make sense of qualitative research from the secondary research to the user-interview findings.
5. Requiring users to download an app/sign in/create an account causes more friction which would lead to less users donating in the end. When users click on a campaign link on Facebook and don't already have the Venmo app installed, they would be led to the app store to download the app. Then they would have to go back to the link on Facebook to get back to the sign up/sign in to donate page. To resolve this issue, I made a web link of the app as well so that users can go directly to the web version of the app and donate with or without an account.
6. The more users involved in interviews and testing the better since everyone has their own point of view. Different users spark new ideas and may recommend features that were not thought of initially by a designer to make a product even better.
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