Giftastic

The Why

Imagine, you wake up with a phone call. You stumble out of your bed and reach to see who it is. It is your mom. Why would she call at this hour? Then, you realize.

You forgot about her birthday. You quickly answer her call and tell her that her gift is on the way.

You resort to online solutions. You check Amazon and other sites. You don’t have time to ask your friends or family about their opinions. The clock is ticking. Your search for the hobbies that your mother got into recently but you just don’t understand what to buy for a person who does pilates.

You settle on a generic gift such as postal cards or a fantastic pen. A day later, you call your mother again and ask her if she liked the gift. She says:

“Yes, darling.”

Yet, something in her voice makes you suspicious.

The Role

Solo UX and UI designer of the project under the consultation of design mentor Nikki Pertinez and Giselly Mejia.

The Problem

Initially, I suspected I might be one of the few who had difficulty buying meaningful gifts or even remembering to buy a gift for my friends or family. Thus, I knew I had a problem. But, to see if there was a pain point for others, I interviewed 6 people.

We have all been there before

Sometimes we forget the person’s birthday. Sometimes, even if we remember the birthday, it is hard to come up with a good gift idea or to validate it is a good gift idea. Thus, the main question we have to ask is:

“What kind of a system would help its users fınd meaningful gift ideas for their loved ones?”

Users

Initially, I interviewed millennials who were studying university. But as I changed my age group I noticed the issue still was popular among people who were older such as 26-34. I desired to understand the pain points of these two types of users and their similarities and differences between them.

After the persona creation, I set on to review the transcripts to find out the behaviours the users engage to currently solve their problems.

Key Behaviours

  • 100% of users consulted their friend’s opinions to make sure they are buying a good gift.
  • Roughly 30% of the users put birthdays of their friends on their calendars.
  • Roughly 15% of users wrote down their gift ideas on some shape of a notebook

Key Features For Initial Prototype

Throughout my initial interviews, I recorded and paid attention to repeating behaviors that my potential users engaged in. These behaviors were the following:

  • Asking friends and family’s opinion for choosing a gift for a loved one
  • Taking notes of gift ideas over time
  • Setting reminders on google calendars or checking Facebook to see if a particular birthday of a loved one was approaching.

Thus, the initial wireframe, I planned the following features:

  • Writing and storing gift ideas
  • Chatting with your friends and family
  • Setting up reminders for birthdays

Wireframe 1.0

New Behaviours

After the usability testing interviews for the first wireframe users mentioned two struggles:

“I don’t want to add new people on my own. ”

“I would wish that the app would suggest a list of potential presents to give.”

“I sometimes don’t understand what I should do at each screen.”

Wireframe 2.0

UI Design  Samples

After two iterations of wireframing with Balsamiq and a dozen user interviews, I was ready to get my hands dirty. For branding, I wanted the use of the app to feel “fun” and “playful”.