Inspired from Deedmob- A volunteering organisation

Timeline

Two months

My Role

UI design
UX research

Deliverable

Responsive Website
APP

Platform

Figma
View final prototype

I would like to do a volunteering work that I feel meaningful.

Deedmob is a volunteering platform that organises volunteering opportunities on their website and aims at engaging young people to contribute to meaningful things easily. It always takes long for me when I am searching for a volunteering job that is not only available but that I am also intrigued by. I was so happy when I came across this company, because it seems like a good solution for young people who want to devote their time to charity, but prefer not to spend hours searching for the right opportunity.

Problem & Solution

There are many social issues around the world that we need to address. Often we have passion for such issues as well as free time to devote to them, but we do not know how to find and reach the right organizations. I am creating a website for people that helps them find volunteering work easily, so that young people can spend their time on the things that really count: making the world a better place.

Understand the users

The user interviews were focused on users previous experience of volunteering work for young people particularly their search process and experiences when they were looking for opportunities to do good things. During the research it became clear that many users struggled to find organisations that they could really identify with. Another issue for them was the trade-off between spending time volunteering and brushing up one's CV by means of relevant work experience. Lastly, some expats complained about language obstacles when information was only available in Dutch. This made it harder for them get relevant information and also introduced an additional barrier to getting involved.

Personas

User journey map

The user journeys reflect the priorities in the app usage for each user.

So, what made them frustrated?

At this stage of the process, the users I interviewed were frustrated by the lack of information as well as several obstacles to getting involved. For example, Michael noted that he found it hard to find an organisation that accepts physical help rather than just donations. Ariana did not have this particular issue, but she found the process of volunteering tedious because it took a long time to find the right place and organise the volunteering activity. Both Michael and Ariana identified several occasions where the necessary information was hard to acquire and they both lacked a dedicated platform that, due to its specialised focus, could streamline the process of finding and applying for relevant volunteering opportunities.

Paper first

The process below begins with my initial idea wireframes, then moves to mockups, and finally to the high-fidelity prototype. In this simple version, you can see how I approach solving the user’s needs.

From paper to digital

The ideation process gave me a clearer idea of what to design but before jumping to Figma, I created multiple sketches of the home page, picking the best parts to create one last sketch, moving it to digital form.
View the low-fidelity prototype.


The aim was to create an engaging volunteering app where users can find various events that fit their personal preference and thereby it easy for them to do volunteer or contribute to charity.

In addition I added personal page so users can add friends. This way, especially expat users also have an opportunity to get to know friends and do charity together. To overcome the language barrier, users can switch from Dutch to English in the settings.


In the main page you can switch between different sections and search for volunteering opportunities by location or on a map. According to user interviews, many potential volunteers struggled to find a place that accepts physical help rather than donations, so I added a button where users can change between physical help and donations.

For the event page, I found it important to include many details so that users could find the best match. Therefore I included about, duties and what can you learn section.

I checked platforms like eventbrite, Airbnb and Agoda for inspiration.

User reseach

I conducted a user testing session on five participants. I then took the responses through a card sorting exercise to find common themes amongst the participants.
Research goal:
Figuring out if users find the two core flows
— browsing different events and reserving an event for them to do charity
— making the app easy to use and suitable for their needs

Research questions:
Are there any parts of flow that users get stuck in?
Are users able to finish confirming an event?
How do users feel about the event page?
Are users able to choose different causes?

Study type: Moderated (tasks)
Location: Amsterdam + Remote
Participants: 3 females + 2 males
Age: 21-45 years old

Refining the design

I made four major changes based on the user feedback.
High-Fidelity Prototype

1. Design more positive

I added greetings, a search bar and enlarged the slider button.

2. Display upcoming event clearly

I added upcoming event section and a personal page where users can see their upcoming events after they confirm their attendance.

3. Better display of selected causes

I made the transition more smooth, so that all users would fully comprehend which causes they selected.

Design system

High-Fidelity Prototype

Progressive Enhancement

I made some specific designs when adapting to the desktop and tablet version due to the redundant space. For example, I made the section of meet organisations and also made physical help and donate money on different pages.

It worked!

During my final interviews, study participants reported very favourable attitudes towards the platform. Apart from generally liking the overall idea behind the platform, users especially noted the smooth and intuitive design that made it easy to find causes and get involved.
“This platform is not only a brilliant idea but also very well executed in terms of design and usabilty”

What I Learned?

1# Research method

I used research methods based on Google's UX design course. This self project is my first UX project. I have to admit that in the beginning interviewing users and writing research was not what I am used to but I am glad I did it and learned how to create a digital product from scratch. I am especially happy that I managed to come up with a good design for people who were really looking for ways to get involved and and helped them have a better user experience. I enjoyed this project very much!

2# Size matters

When I designed the low fidelity prototype, I used lots of different fonts and initially the icons were a bit too small. Because of that when my users clicked it, they encountered lots of problems, such as having to tap two or three times to actually finish the action.

3# Keep it simple

One of the most important aspects of designing a digital product is the creation of an intuitive interface that is not overwhelming for the users. I choose one highlight colour indicating that this is a fun, energetic app.

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