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About This Project


As part of the UX Design immersive course, my team and I explored introducing a method for Vennmo users to seamlessly send money via the app to causes they care about.

My Role

We were a team of four designers, therefore we distributed the work as evenly as we co7ld.  Each of us participated in the ideation, user research, wireframing and prototyping process.



Project Planning and UX Methods

Since our project was limited to two weeks, it was challenging to focus and prioritize our UX activities to deliver the MVP product.  While we took a guerilla approach in our design process, we all realized the importance of having a schedule to adhere to for deliverables.


Competitive Analysis

Within the first 24 hours, our team broke and engaged in a competitive analysis to determine what other applications had a similar concept to ours.  We did an audit of these and created a matrix to compare one from the other.

Some of the key insights from our competitive analysis were the following:

  • Apps that have a donation have been proven to boost brand loyalty
  • None of the competitors leverage their social platform to incentivize donations within their network.
  • No other application that we researched gave the customer the freedom to change the percentage/amount they were donating.


Discovering the Problem

After conducting a competitive analysis and our online survey we shifted focus to understand the motivations and triggers each donor had when choosing to give.

By employing a quantitative method of research we were able to incorporate 73 participants in a 48 hour period.  We took the findings and created our affinity diagrams to have better oversight into where the problems existed at a high view level.  This information was needed before building our next deliverables, personas.


Some of the key findings from the quantitative study were:

  • Donors were very connected to charities they donated to and were interested to find out how their donation went to use.
  • Donors reacted positively to the idea of using the advantages of a social network to leverage their donations.
  • The typical age of the Venmo user is between 20 and 45 years old.

Our findings helped us identify the number of times a user donated, their triggers for doing so and the emotional impact it had on them.   The information we had gathered up until this point was plenty to create the personas.



We conducted design studio exercises to sketch out low fidelity wireframes.  Once we aligned as a team on how the feature would work, I began building medium-fidelity wireframes.


Next Steps

Further user testing would allow me to refine some of the features that we added but we were unsure whether these additional ones would disrupt the user flow of the app.



Custom Field

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