Giftaway: Community-Sharing App Design

UX / UI
User Research
Interaction Design
Usability Testing
A sustainable, community-driven approach to acquiring home goods.

Usable home furnishings often end up in landfills while many people struggle to afford basic items for their homes. We have imagined an easy way to connect those with extra belongings to those in need, reducing waste and helping communities.

September 2023 - December 2024


This project was completed in “Interaction Design Studio” at the University of Michigan School of Information in a team of four.

01 Research Phase

How might we help low-income persons struggling to acquire home goods and other furnishings?

Usable home goods are often disposed of rather than repurposed in other homes. We are hoping to bridge the gap between people with an excess of goods and those who need access through a community-sharing app.

Competitive Analysis

Our competitive analysis was a tool to understand how the market is currently addressing the problem and which features will best suit our solution.

User Interviews

We interviewed 11 participants who have moved living locations which required a new set of home goods. This included families, higher-education students on campuses, and young adults living on their own for the first time. We conducted structured interviews with questions about getting rid of and receiving home goods, challenges in this process, and shopping experiences.

“I donate extra clothing but usually throw away extra household items.”

“I give away items to my immediate community, or otherwise throw them away.”

“My move out of state required more purchases because I couldn’t bring things from my hometown.”

“I don’t furnish my home more than I need to because I’m not planning on staying here long-term.”

Personas

The four honorary members of our team.

Jim

  • Researches environmental sustainability
  • Abundance of belongings from children who have moved out
  • Needs to know items he donates are not discarded

“One man’s trash is another man’s treasure.”

“One man’s trash is another man’s treasure.”

Alice

  • Only needs items short-term in college housing
  • Wants to feel safe when meeting people from online
  • Budget is limited

“My main priority is school but I want to make my apartment feel like a home.”

“My main priority is school but I want to make my apartment feel like a home.”

Krysta

  • Saving money is a top priority for her family
  • Would like to connect with other parents
  • Free time and access to car are limited

“I don’t have a lot of free time to look for the things my family needs.”

“I don’t have a lot of free time to look for the things my family needs.”

Edna

  • Struggles with technology, prefers in-person events
  • Limited mobility during the day
  • Searching for niche collectable items

“I’m always searching for porcelain bunnies.”

“I’m always searching for porcelain bunnies.”

02 Ideation Phase

UX Requirements

01

People who want to give away their items would need a way of describing the item (features, condition, use, location)

02

Ability to upload and display multiple images of the item they want to give away.

03

Gifters would need to be able to have direct communication with Giftees.

04

A categorical filtration system and search capabilities that allow users to find specific items.

Our team made over 65 sketches to brainstorm our solution’s design and effect.

User Flow Diagram

03 Design Phase

Low-Fidelity Usability Testing

We wanted to see what users expected to find and accomplish naturally and were able to discover issues within the process rather than superficial critiques.

01

The item description page should provide the rating of the seller.

02

Steps in the “Claim” process were redundant and some language was confusing.

03

A “Return to Home” button added an unnecessary step.

04

Suggestions for starting chats with other users could be beneficial.

Style Guide

Design Adjustments

Usability considerations according to our test findings.

Exchange Confirmation

Both users confirm that they plan to meet to remove the user frustration of people backing out of conversations and exchanges.

Adding a plus-button above the keyboard means buttons are hidden until needed. The confirmation now appears as a message rather than a pop-up, less intrusive to the conversation while still varying in design.

Gifter Profile

Our team wanted to include a user’s listings in their profile, so others are able to browse their other listings if they come across something they like.

The new design provides more details about listed items and avoids floating elements.

Final Designs!

Impact

Our goal was to create a solution centered in community engagement and environmental sustainability. Users of GiftAway would be inclined to interact and build relationships with their neighbors in a way that benefits them both, whether they are looking to donate or receive items they need.

By providing a platform with no monetary string attached in the form of fees or commissions, we are able to remove the financial barriers for users and increase accessibility. Sustainably, the app will be able to reduce the demand for new items and lengthen the lifecycle of products while lower transportation emissions.

What I Learned

This project taught me the importance of connecting with the user personas of the project in a way that leads to meaningful design considerations. Our team referred to these personas so often they seemed to be in the room with us.

By creating well-rounded personas, we were able to understand the motivations of our future users and solve problems they would likely run into.