Prototypes

We created prototypes from the small and random gifting, collaborative customization, and microtransaction concepts. The strongest elements of these digital and physical experiences inspired some aspects of Quotr.

Shareprise

Shared Gifts and Experiences

Overview

Shareprise is a surprise gifting service for the sender and the recipient. One friend picks a themed box to send to both people. However, the exact contents of each box will vary, making it a surprise. When the boxes get delivered, both people open it together over video chat to share the experience.

Goals

We wanted to create a service that encourages communication and shared experience, while reducing feelings of obligation. To achieve this, Shareprise sends the giver and receiver different versions of a themed box. Both parties video chat while they are open their boxes, encouraging direct communication and a rich connection.

What We Learned

Shareprise’s reception was generally positive. Participants enjoyed the video feature because it created a natural shared gift-giving experience. People didn’t feel an obligation to reciprocate, and said they would give gifts more frequently with the app. Some concerns arose around reasonable price points and the types of items available. These decisions could affect frequency of use.

Collab-a-Gift

Curated Surprise Gifts

Overview

Collab-a-Gift is a mobile app which allows friends to add and customize items in a shared box. Each contributor can customize a specific quality of each item, but the final customized items are a surprise for everyone.

Goals

Our goal was to develop a fun, sticky, and collaborative mobile experience that will help close friends feel connected. The surprise aspect of the app encourages communication between friends about the items they’ve put into the box. Friends can work together collaboratively to build a box of semi-secret items, which then is sent to each member in the group.

What We Learned

People liked the novelty of this experience and felt like it was a cool concept. While they enjoyed customizing with friends, they felt that the “hidden item” feature seemed unnecessary. Furthermore, people didn’t see themselves using this app very frequently. They would only use this service for special occasions and holidays. Moving forward, we wanted to keep the collaborative qualities of this experience while moving away from the event-based behaviors and mindsets.

WeCard

Digital Cards Reimagined

Overview

The interactive e-card prototype allows a group of people to collaborate on a digital card. Users can vote on a design, then add comments, stickers, and special effects. The e-card is then sent to the recipient via email.

Goals

As we explored collaborating on physical gifts, we didn’t want to forget the digital space. Collaborative e-cards represent our foray into this area, as we took something that was innately digital and put a modern spin on it.

What We Learned

We found that people especially enjoyed reading and writing personal messages. Participants also expressed some interest in paying for premium designs, which is an opportunity to involve Zazzle’s designer network. However, most people associated “e-cards” with their grandparents. And even though the collaborative and interactive aspects of this eCard were promising, people still thought a physical card would convey more effort.

BoxIt

Art to Product

Overview

BoxIt allows people to browse highly curated artwork, with new content each week. They can see this artwork imposed over a number of consumable and inexpensive products. These products can be added to individual or shared boxes with friends.

Goals

We wanted to prototype an art-centric design to entice people to browse the app and engage more frequently, even when they don’t plan on buying anything. By offering a variable selection each week, we create a sense of exclusivity around the art and the products, encouraging people to add items to their boxes.

What We Learned

People liked the organization aspects of boxes and felt like they could use different boxes for different occasions. In addition, they identified several use cases, e.g. for college students with large friend groups. The main issue revolved around frequency of use and engagement. People felt that seeing products in addition to the artwork would give them more reasons to browse.



How we iterated on quotr