
Swift
Case Study
The Product
SWIFT is a mobile app that allows charities to host their campaigns, and users to donate - fast. The app also allows people to host their own donation campaigns, and offer an online payment gateway.
Project Duration
May 5th, 2022 to May 11th, 2022
Project Overview
The Problem
In order to capture the attention of millennials, who frequently use their smartphones to make purchases, SWIFT aims to make giving simple and fun.
The Goal
SWIFT aims to create a social impact and empower individuals to effect change. SWIFT mobilises people to play a part in making the world a better place
My Role
When developing ConnectU, my roles included:
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Product Manager
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UX Researcher
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UX Designer
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Interaction Designer
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Visual Designer
Responsibilities
My responsibilities included: conducting user research (foundational research and design research), conducted usuabilitiy studies, developing wireframes, designing prototypes (lo-fi and hi-fi), measure accessibility, and iterating design.


Understanding The
User
As Millennials and Gen-Z reshape philanthropy, a new paradigm of giving is ushering in. The payment app, Zelle, reported that nearly 75% of Millennials responded to the Covid-19 pandemic by providing financial support to family, friends, and non-profits - the highest percentage of any demographic.
Youth are mobilizing rapidly to support causes they believe in, sharing these causes on social media and crowdfunding donations.
SWIFT aims to make this process easier for the 'generation of giving'.
User Research
Pain Points
1. Participants found it difficult to donate to charitable causes
When browsing the World Wide Web, users found it difficult to find causes they can trust.
2. Participants wished for a 'marketplace' of verified charities.
Users expressed their interests in having one platform they can trust to donate regularly.

Design Process
Paper Wireframes

Digital Wireframes



Low Fidelity Designs

Usability Test
Findings
Two rounds of usability studies were conducted with 5 participants per study. During the first round of studies, participants enjoyed the experience. Users also suggested that users should be able to create a profile and be able to invite friends to the app.
During the second round of usability studies, participants managed to complete the user journey with no assistance. They also recommended including a chat feature, so organisations could notify users if their payments were successful.
Mock Ups
Mobile App







Chat Screen
Profile Page
Charity Information
Home Screen
Donation Screen
View Charity
Donation History
Accessibility
Considerations
Accessibility Consideration 1
The chat feature includes a voice-to-text feature to accommodate users with mobility disabilities. Whether it is permanent, temporary or situational, users can send texts more easily.
Accessibility Consideration 2
The icons used within the app are able to guide people across the app and improves navigation.
Accessibility Consideration 3
The primary colors’ ratio chosen for the app were first tested on WEBAIM to accommodate users who are sensitive to light.


Takeaways
Impact
The spirit of generosity and passion for impact among younger donors is awe-inspiring. SWIFT allows all users to continue doing that.
One quote from peer feedback:
“SWIFT could change the way the younger generation views helping others positively. It manages to gamify the experience that is fun for the user and also beneficial to organisations ”.
What I Learnt
Younger donors look for hands-on engagement and involvement with the organizations they support. Whether volunteering time, money or both, younger donors are drawn to social causes that inspire and invite their full engagement. Designing an app that could be beneficial to non-profits and charities while engaging with the youth was extremely interesting and enjoyable.
End
Thank You For Your Time.
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