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Give2Learn
A non-profit allowing users to donate unwanted computers and tablets and for schools to apply for them.

Overview

 

Project Prompt: Create a product that addresses digital equity and accessibility.

 

My Role: User Research, Usability Testing, UX Writing, Implementing Presentation with Stakeholders

 

Team: 6 Product Designers, 3 Developers

 

Duration: 5-day Hackathon sprint

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Tools: Figma

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New Macbook Pro Mockup Front View.png

Designing for Digital Equity and Accessibility

 

To address digital equity and acessibility, our vision is to help underserved schools by providing unwanted computer or tablet to students in order to participate on an even-level playing field. We created Give2Learn, a non-profit, dedicated to promoting digital inclusion based on the idea that technology and connectivity is a basic human right. 

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The Problem

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How could we help these students in need? We conducted interviews with teachers to find out if they would use refurbished devices in their classrooms. This is where our research began.

Qualitative Research about Teachers

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We conducted 10 surveys with teachers asking them their pain points and behaviors: Do you believe students benefit from learning on computers? Are your students required to use computers or tablets to complete assignments? Are there enough tablets and computers for your students to use in class? 

Qualitative Research on Donors

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We received 7 survey responses from donors asking the following questions: Would you donate a phone, computer or tablet to a charity? Would you be more likely to donate a device to a charity if you knew the donation was going to a teacher/school for students?

Translating User Research into User Personas

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Similar Donation Websites

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Many of the competitors have the same features. User satisfaction depended the importance of helping others, tax refunds and an easy 3-step application process.

Hypothesis

If establish two work flows with easy navigation within the website that allows teachers to quickly request a device and for a donor to send their devices, the users should be able to easily complete one of the three key tasks: request, donate, and help students.

Designing Research into Wireframes

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First Round of Usability Testing

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We received both positive feedback about our design and copy, and saw areas where we could further improve on our design.​

Applying the Feedback

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Final Desgin

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Outcomes and Results

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Continue to Iterate

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