Give Away's 2 Go!

Project Overview

My application serves purpose to effectively limit clothing waste while providing donations to those who truly need it - highly benefitting the economy and giving users the chance to throw the junk away while helping your nearby neighbour one toss at a time.

🤲🏻 Give Away’s 2 Go!’
solely focuses on improving the lives of many especially those going through a difficult time.

👥 This applications displays users profiles and matches it with those local in their area. Users are able to read a description of the individuals in need for donations witnessing why they are a good fit for swapping.

Solution

📱 I have created a mobile swapping exchange service that will allow users to trade donations nearby to their local neighbour.

🌎 Users from all over are able to ship their clothing to place of their choice, track where it goes, interact with information, and be in full control of their property.

📝 Are able to manage tasks through a system of notifications and prompts.

😃 Users will strengthen their ability by playing a positive role in society to reduce Fast Fashion and Clothing Waste.

Design Process

Discovery

Research

Ideate & Prototype

User Testing

Discovery & Research

What is your Opportunity for Design Intervention and what are the Benefits Sought?

”My goal is to create change making a positive shift in the clothing and fashion industry. I want others to be informed on the psychology behind impulsive spending on clothes, why us as humans are wired to think we must have the LATEST thing/what’s trending, how the media has driven others to think and feel a certain way about fashion, etc.
The benefits sought from this research will prevent clothing waste, get others educated on topic, become inspired, etc.”

What were the Biggest Assumptions/Biases in your research? How did you Address Them?

"It’s level of difficulty, thinking it is non feasible to reach users worldwide, getting the word of issue, getting others educated and onboard.
Additionally, assuming that donating clothes to Salvation Army will go to good use, rather than ending up in
landfill or high-profile stores to be sold for double its price.

Research Conducted

I rounded out 3 Potential Solutions That Can Ease the Load on Fast Fashion (Based on Research & Discussion)

- Limit Consumer Consumption
- Create More Parameters for Fair Pay and Reduce Child Labour
- Create Parameters in Government to allow Animals to only be used for Rovings
(For Example: Sheep) This limits Animal Cruelty and preserves Farmland.

"I decided to look into 3 clear problems and identify some key points just to set me on the right track while getting a clearer view and better understanding on the issue I am tackling. This may create some calm/happy points while reducing pain points - limiting some bumps on the road."

Dot Voting

I conducted Dot Voting (HITS) between my peers having them rank the level of graveness between each of the following issues in Fast Fashion.

I rounded out 30 problems within Fast Fashion and ranked it from level of severity and impact to moderate to low.

Red = Highest
Yellow = Moderate
Blue = Low


From Research - Fast Fashion is mostly influenced by:

- Trends on Social Media (Tiktok, Instagram)
- High Fashion Designs Brands (Zara, H&M)
- Clothing originating from Child Labour
- Donated Clothing ending up in Landfill

Visuals

"I’ve created mockups, mood boards, prototypes, and compiled articles I’ve read to truly set the mood on the issue and highlight the importance on why changes need to be made immediately. For the mood board, I liked how no context had to be added and the image just speaks for itself. I found that type of imagery can be quite powerful that way."

Infographics

Beginning Stage

At the start, I began mapping out what kind of service I wanted to provide. Would this involve clothing? public transit? banking? The possibilities seemed endless.
I then thought about what carried high interest for me and what I could relate to more (clothing).
After discovering this, I started to map out the pros and cons by using sticky notes in class (left image) then afterwards, created a chart of what kind of user testing I would be doing in the near future involving primary and secondary components.
Coming to the conclusion of "Store Waste" (right image), I lastly mapped out the different lenses this topic may be perceived to society - helping me navigate some potential bias and self conclusions I may make at the start of my study/research.

Ideate & Prototype

During the beginning stage, I knew I wanted to create an app service of some sort, so I began sketching how I wanted this to play out.

This Includes:
Ø Screen Resolution & Size
Ø Buttons Features
Ø Color Scheme
Ø Interface Design
Ø Typography
"In the early stages, my System Map consisted of these Technological Requirements I pictured out and required in order to fulfill my desired goal in terms of building my product throughout the weeks - hoping it will come out the way I envisioned.
Having this planning method is highly beneficial especially during the start (earlier weeks in the term).
I learnt it’s important to map out your ideas and create your pathway before tackling them on in order to prevent uncertainty and worry."

Wireframes

In the second half of configuration, I mapped out what what features should be implemented, and how the process is going to go.

For Example:
• Sign in or make account feature
• Debating whether there should be a fingerprint/face scanner
• Touch ID

Prototyping Stages


Coded Application (Desktop Version):
https://give-away-2-go-mobile-and-desktop.delinay.repl.co/  

Coded Application (Mobile Version):
https://give-aways-2-go-profile-users.delinay.repl.co

User Testing

Diary Study

I asked users to fill out a clothing diary (what they wear everyday) for at least one month to examine user consumption and how often they save, repeat, or throw out clothes.

2 individuals who have been doing this for one month now. I noticed a pattern with my two users.
- User 1: Repeats same outfit per week
- User 2: Repeats outfit every other day to throw others off and have them forget outfit the day before.

They wear it differently to disguise the look .
(For example: Throwing a scarf in, different shoes, a hat, sunglasses, etc.)

My assumption, and realization in my results is that College students are tired and don’t have time to shop for a new wardrobe.
They don’t feel the need to dress up in a school environment.

This helps me know who my targeted audience is and which age group my product is better suited for.

Shein Study

For my primary research I asked users to fill out a shopping cart with a budget of $50 on Shien so I can examine their observations, preferences, why they chose that specific clothing, etc.

Then afterwards, I begin to share the hard cold facts of fast fashion while testing them on their knowledge with what they already know, and don’t know about it.

Prototype Testing

Personas

Qualitative Data Analysis

Based on the Usability Tests conducted, and scenarios completed, the following goes in depth at the executive summary outlined earlier in the report.

1. How easily do users find our “Give Away’s 2 Go!” app service after using it as a real coded application?
Data Analysis: Through self-navigation, the scenarios presented to the participants in order to complete the usability test in terms of time, resulted in a fairly quick amount facing out from 1:01 minutes to about 4:32. Both participants located a search method that was suitable to their needs and given knowledge. Additionally, these were taken as longer scenario times for completion which could count for extended time. This was noted as a possible variable.

Conclusion: This stage of the research questions I was seeking to find how easily (or hard) and accessible do users find this service has resulted in a success as all participants completed the given task.  
2. How well do users understand the symbols and icons on a new platform?
Data Analysis: A highly efficient variable to consider are the skills brought in by participants prior to the test. After using ‘Give Away’s 2 Go!’ on the low-fidelity prototypes, they already have an idea on what to expect. Using their existing knowledge on tools that were set out in front of them. Another variable to consider are participants were young individuals who are known to be tech-savvy. This played a huge role as well.
Quotes: Sample of user(s) who used symbols and icons displayed in front of them.
User 1: ”Ah, yes. I saw this on the Prototype. Very familiar and easily recognizable even from afar”
User 2: “I like how the layout from the Prototype stayed the same in this case. Similar buttons and colour contrast.”
Conclusion: Both users used their previous skills and knowledge onto matters they may have stumbled upon. They were much less hesitant in their decision calls; this tells us they remember testing our previous prototypes before it was coded and have a distinct memory of such. Overtime, they found their own solutions which led them to successfully completing the task.
3. What changes would you like to be made to our coded application?
Data Analysis: A highly efficient variable to consider are the tests pre-test questionnaires users have taken before-hand, self-reflection, and skills brought in by participants prior to the test.  Using their existing knowledge on tools that were set out in front of them was highlight as well.
Quotes: Sample of user(s) who used symbols and icons displayed in front of them.
User 1: ”I think the shape for the profile of users could have remained the same - for both mobile and desktop. All ellipses would do.”                                      
User 2: “I think the international service would have been a cool idea. Would’ve liked to see that more.”
Conclusion: Participants come up with their own ways to deal with situations they may stumble accords to find solutions they are satisfied with engaging in their happy path. It comes down to characteristic traits and their overall persona which ties down onto their decision-making skills affecting their results during the study.
4. Can users easily differentiate and detect the differences between the low-fidelity mock-up of
’Give Away’s 2 Go’ and the real deal? (coded application).
Data Analysis:. Both users successfully read the online help and understood the interface to complete the task. This data tells us that both interfaces are similar, well designed and suitable for a major of future participants to tackle on this study with very limited trouble or none at all.
Quotes: Sample of user(s) detecting how easily they have switched between the pages.
User 1: ”Seems almost the same. Nothing tricky. Let’s see what the other page is about.”
User 2: “Let me go here, I wanna read this. I’ll come back to this page after.”
Conclusion: Both users coherently understood the apps layout on both platforms and used the tools displayed in front of coming up with their own strategies and switching from one screen to the next with no problems. I could also detect which icons work better and are highly favoured than the other. For example, I changed one button colour between black and grey. 75% of users used the black button and 25% used grey. This tells me which button do they navigate more towards and find better.

Field Study

Moderated Usability Testing

"During this in-class activity, I was paired up with 3 peers and in rotation, we had 1 minuet to explain our project proposal to them as detailed as we can. Then afterwards, they are responsible for writing down as much information they obtained onto the sheet of paper."

Diagrams

User Flow

This user flow undergoes the pathway a user will go through coming across my donation exchanging service.

It highlights what the user will come face-to-face with, may stumble upon, along with giving them the option to agree or decline on a function, and where it will take them next.

Concept Map

This conceptual diagram clearly depicts the relationships between the new functions I’ve added and how the user will interact with it through family (user + family), friends (user + neighbour, friend), and themselves (user + user).

Mind Map

In this theoretical yet practical diagram, I thought it would be interesting to put the focus on “messy clothes” or “a messy closet” as that was the one of most popular results in my key findings and research for the reasoning behind storing clothes.

Listing the related words and synonyms to the image helped me get in the shoes of my users vividly seeing their perspective on the matter of their daily clothing's habits.

So...What are the Final Core Insights?

"Overall, my Usability Testing, Studies, and Research tests conducted tells me that I’m designing for a large audience, and I must take into account the different personas and characteristics each user has when coming across my application. One of my Eureka moments was when I was performing my Wizard of Od’ testing method and observing how my user interacts with the new features being added. Along with initial reactions (facial expressions, happy paths, potential pain points, etc)."