PROJECT OVERVIEW
The Saho project focused on designing a mobile and responsive website that enables users to donate their used Android mobile phones, laptops, or computers to students in need. With the increasing demand for online education, many underprivileged students face significant challenges due to the lack of access to essential devices. Saho bridges this gap by providing a streamlined platform for donations, ensuring that every child has the tools necessary for learning.
Project Summary
Role and Duration
As the UX Designer for this project, I was responsible for the end-to-end design process, including user research, wireframing, prototyping, and usability testing. Over the course of 4 weeks, I utilized tools such as Adobe XD to create a minimalistic, user-friendly interface that meets the needs of both donors and recipients.

SAHO
Empowering Students by Simplifying the Donation of Used Devices
"Saho" refers to a close friend or buddy who stands by you in difficult situations
THE PROBLEM
Many existing donation platforms are not tailored to specific local needs, leading to confusion and inefficiency in the donation process. Users face difficulties in finding trustworthy platforms that allow them to easily donate their used devices to students in need. Additionally, the available apps often have a confusing user interface, making the donation process cumbersome.
User Problems
Business Problems
The lack of an effective, centralized platform for device donations results in a missed opportunity to connect donors with students who need support. Without a clear, user-friendly app, potential donors may abandon the process altogether, limiting the impact of such charitable efforts.
GOALS
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Simplify the donation process to encourage more users to donate devices.
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Ensure that donations reach the intended recipients, particularly students in need.
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Provide a seamless experience that allows users to easily navigate the platform and complete donations without frustration.
User Goals
Business/Product Goals
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Develop a platform that increases the rate of successful device donations.
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Expand the reach of the app to underserved communities.
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Build a scalable and maintainable design system that can adapt to future needs and features.
Creating a social impact by ensuring that every child has the opportunity to continue their education



To validate the design, I conducted an unmoderated usability test with five participants aged 25-50. The goal was to observe how users interacted with the prototype and identify areas for improvement. The test results showed a 92% task completion rate, but also highlighted the need for additional features, such as a registration button for students in need and a language selection option for native users.
Usability Testing and Iteration
Design System and High-Fidelity Prototype
Based on the insights from the usability test, I incorporated the necessary changes and developed a high-fidelity prototype. I also created a design system to ensure consistency across all screens and future updates. The final design was optimized for both mobile and desktop, providing a cohesive experience across devices.


The design process began with comprehensive user research, including interviews with five participants who had experience in donating or attempting to donate used devices. The aim was to understand their pain points and gather insights into their needs. I then synthesized these findings into key user personas, particularly focusing on Isha, a 35-year-old executive who is passionate about education and helping children in her native place.
DESIGN PROCESS
Initial Exploration and Research
Wireframing and Prototyping
I started with low-fidelity paper wireframes to visualize the basic structure of the app. After several iterations and feedback sessions, I moved on to creating digital wireframes in Adobe XD. The focus was on simplicity and ease of use, ensuring that users could quickly navigate the app and make donations without unnecessary steps.