OFIR ATIA
OFIR ATIA

Copy of Alphii User Experience Design

 

UX/UI

 
 
 

Alphii app onboarding - UX case study

 
 
 

Alphii is a charitable giving platform designed to create a personalized giving experience and inspire users to act on issues they care about. This case study focuses on building a successful in-app onboarding experience.

 
 
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About

Alphii is an impact-driven payments company. The Alphii Cuff is a chic, payment-enabled wearable that allows users to make contactless payments and automatically round up purchases to donate to a charity of their choice. The Alphii app is an impact-focused platform where members can manage their payments, personalize interests, and discover giving projects to support. Through the app, users can view the impact of their donations and access to a curated section of impact-focused news.

 
 
Edit photo + Zoom into cuff and screen to make it more effective.

Edit photo + Zoom into cuff and screen to make it more effective.

 
 
 

Site Map

Before starting its important to see the arhitecture and understand the show the narrow scope for this project.

 
 

Creating the Onboarding UX

Essential to make a strong first impression for our users by creating an onboarding experience that communicates value and ensures users have a pleasant and successful experience.

A well-designed onboarding experience has the potential to increase the likelihood that first-time users will become loyal, long-term users.

Onboarding strategy

The approach for onboarding was to first and foremost understand the user, then create an experience that feels tailored and unique to each user.

Instead of presenting our features, showing a demo of our interface, or pushing them through a predetermined setup, use this as an opportunity to focus on their goals and motivations to ensure we deliver real value.

 
 

 
 
Show ALphii cuff with screen photoshopped onto device.

Show ALphii cuff with screen photoshopped onto device.

 

Goal-Directed Design Process

First step is understanding users motivations and goals to drive the design and architecture for the different onboarding flows. These goals were carefully constructed from user research and help define what “success” looks like for 3 customer user cases. Once the goals are defined for each customer use case the design process consists of user flows, wireframing and prototyping to test and refine the user experience.

 
 

Understanding User Goals

User onboarding is all about communicating value and giving users success. This means understanding what the user's goals and motivations are and designing flows to ensure those goals are met. Every user has multiple goals they're looking for Alphii to address:

  • Functional goals: The practical thing the user needs help with or wants to do - the end goal.

  • Experience goals: How the user wants to feel while using the product.

  • Social goals: The social or interpersonal implications for the user?

  • Personal goals: Beyond functions, the deep drives and motivations that explain why the user is trying to accomplish the end goal.

Step 2: User Flow-chart

A visual representation of the sequence of steps and decisions needed for a user to complete a task and achieve their goals. User flows-charts help communicate how users navigate through the app.

Step 3: Wireflow

Representation of screen flow, by putting together low fidelity wireframes to communicate the content and functionality of screens. 

Step 4: Prototype

Middle-high fidelity representation of the app has the look and feel of the final product allowing the user to experience content and interactions. The clickable prototype is designed to simulate user interface interaction, test usability, receive feedback and refine the user experience.

 
 
 

01

User Goals: Understanding what the user's goals and motivations are and designing flows to ensure those goals are met. Every user has multiple goals they're looking for Alphii to address:

  • Functional goals: The practical thing the user needs help with or wants to do - the end goal.

  • Experience goals: How the user wants to feel while using the product.

  • Social goals: The social or interpersonal implications for the user?

  • Personal goals: Beyond functions, the deep drives and motivations that explain why the user is trying to accomplish the end goal.

 

 

02

User Flowchart: A visual representation of the sequence of steps and decisions needed for a user to complete a task and achieve their goals. User flows-charts help communicate how users navigate through the app.

 

 

03

Wireflow: Representation of screen flow, by putting together low fidelity wireframes to communicate the content and functionality of screens

 

 

04

Prototype: Middle-high fidelity representation of the app has the look and feel of the final product allowing the user to experience content and interactions. The clickable prototype is designed to simulate user interface interaction, test usability, receive feedback and refine the user experience.

 
 

 

Customer Use Case 1: Amy

Amy has seen multiple people pay with their Alphii cuff and has learned about the round-up model to causes. She is interested, but before she considers purchasing the cuff she wants to learn more about the philanthropic side. She downloads the app and signs up to learn more and explore the app.

Amy’s Goals

  • End Goals: I want simple way to donate and act on issues I care about.

  • Personal Goal: I want to be part of something bigger than myself and make an impact.

  • Experience Goal: I want to be inspired and feel in control.

  • Social Goal: I want to connect with like-minded people and make a greater impact together.

 
 

Customer Behavior Map

Showcasing Amy’s entry point - how she accesses the product and showing how she flow through the app towards her final destination or end goal.

 
 
User-Flow-Amy.jpg
 
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Amy’s High-level user flow

Amy’s High-level user flow

 
 

User Flow-charts

 

Select quick view to hover and zoom


 
 

Wireflows

Showing value and giving users success by understanding who they are. Understanding their goals, motivations and behaviors. This is essential to converting them into long-term users, we need to empower them to hit all of them. These goals were created directly from user research and are sued to model and drive the on boarding experience.

 
 
 

Prototype

 

Customer Use Case 2: Emily

Description

 

Customer Use case: 3

Defining “success” for three difference customer use cases helps us create

 

User 1: Has not boughten the cuff but downloaded the app to explore. Interested in the causes he can donate to

  • Functional Goal: I want simple way to donate and act on issues I care about.

  • Personal Goal: I want to be part of something bigger than myself and make an impact.

  • Experience Goal: I want to be inspired and feel in control.

  • Social Goal: I want to connect with like-minded people and make a greater impact together.

 

 

 

Design

User flows

Short description for process of creating user flows first.

 
 

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