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Flip-Gift, A Student Project

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Flip-Gift is a student project undertaken at the General Assembly in SF.

Flip-Gift is a student project undertaken at the General Assembly in SF.

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  • 1. Flip-Gift GIFT GIVING MADE EASY Sunday, November 24, 2013 Design by: Taylor Glas-Hochstettler Student Project. General Assembly UXDI Winter 2013
  • 2. About Flip-Gift: Flip-Gift is a mobile shopping app for Lissa who enjoys giving gifts but, as we all do, sometimes needs a bit of help with ideas. It suggests appropriate gifts, allows her to either “like” or “leave” a gift as well as giving her the option of purchasing a gift directly from the app. Flip-Gift records user input too, learning the more she uses it. Unlike shopping at a traditional mall or browsing multiple apps and websites, Flip-Gift brings the possibilities directly to you. About the Project: Flip-Gift is a brand new Bay Area based start-up. The Flip-Gift team is looking to create an easier way to connect merchants with customers over a mobile based channel, while making for an intuitive, simple and enjoyable shopping experience. Sunday, November 24, 2013
  • 3. Flip-Gift https://popapp.in/projects/ 528ee24066fcd35357000d7b/preview GIFT GIVING MADE EASY Define who you are shopping for Sunday, November 24, 2013 Browse the wide range of gifts Create a wish-list
  • 4. Case Study Sunday, November 24, 2013
  • 5. DESIGN RESEARCH Method: We spoke one-on-one with Lissa to figure out how to best serve her needs. Findings: LE P AM S We found out Lissa really love to do internet research in her spare time, but that she sometimes she just wants suggestions for gifts without having to dig around Opportunities Identified: Create an easy way to expose people to as many interesting and relevant gift ideas as comfortable. We identified three types of potential users for this product: 1). Holiday gift shoppers 2). People shopping for themselves 3). Merchants looking to sell their wares Sunday, November 24, 2013
  • 6. DESIGN ITERATION | DESIGN HYPOTHESIS ITERATION 1 Method: We tested 2 users with a paper prototype in a participatory design session and asked them about how they would navigate and progress through the product AM S Sunday, November 24, 2013 LE P Findings: -Navigation tools were unwieldy -Wording was unclear and disrupted user flow Opportunities Identified: -Interface was simplified -Navigation was made more intuitive
  • 7. DESIGN ITERATION | DESIGN HYPOTHESIS ITERATION 2 Method: We tested 3 users with a paper prototype during a design session and asked them what features they would add/ trim and how they would depict the products Findings: LE P AM S Sunday, November 24, 2013 -It was unclear how to buy a product so a “buy now” button was added -The love it and leave it buttons were streamlined Opportunities Identified: Interface was simplified Navigation was made more intuitive
  • 8. DESIGN ITERATIONS | PROTOTYPE Method: I created a prototype using paper based prototyping and POP that captured the screen-based version of the experience. AWARENESS Awareness of the shopping experience AM S LE P SET UP AND FIRST RUN First time experience - shopping for a product - refining searches - ordering a product CORE PRODUCT EXPERIENCE Shopping for a gift Generating gift ideas Ordering and shipping a product Sunday, November 24, 2013
  • 9. THANK YOU Taylor Glas-Hochstettler Taylor.glas@gmail.com Sunday, November 24, 2013