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PERSONAL PROJECT · 4 WEEKS

V-Ed App

A volunteering app connecting volunteers and NGOs, to bridge the educational gap for underprivileged children.

V-Ed App overview screen
Project vision

An education platform built to make volunteering easy

The goal of this app is to create an education platform that connects volunteers to teach, with NGOs in need of teachers, as well as to promote volunteering by making the app simple, accessible, and fun.

Role
UX Research, UX Design, UI Design, Prototyping
Timeline
4 weeks
Platform
Mobile application (iOS & Android)
A little background

A little background

After finishing my architecture degree, I changed my career path to UX/UI design and have been working from home since 2021 due to the pandemic. Since I had free time outside of work and on weekends, I wanted to volunteer to teach because I enjoyed my experience volunteering for AIESEC to teach kids when I was in college. So, naturally, I began looking for volunteering organizations to teach online in order to sign up for one, and I expected a lot of options and an easy process — but to my surprise, I could not find any until I found one through a friend on Instagram.

Issues I encountered

Issues I encountered

01

The websites showed "Current cohort full, needs to wait another month or few more months to join."

02

Complicated sign-up processes that discouraged sign-ups.

03

No responses after filling out forms.

04

Non-functional or broken websites.

05

Websites that weren't catchy and hence, were not making people want to sign up.

06

Volunteers often did not know job details until after signup.

Design process

Design process

My approach followed a user-centered methodology to address the volunteering gap within the given timeline.

01
Problem Statement

Issue identification, context research

02
Secondary Research

Market analysis, domain learning, competitor research

03
Primary Research

User interviews, NGO insights, volunteer insights

04
Research Analysis

Synthesis, problem prioritization, solution ideation

05
Design & Test

Wireframing, UI design, usability testing, iteration

Research

Looking around to find the need for a solution

While the economy of India has appeared to have boomed over the last 25 years, most growth has been in urban areas where large multinational corporations base their software development headquarters. In spite of all this, by the government estimate, out of 200 million children in the age group of 6 to 14 in India, around 59 million do not attend school. Of the rest, who are currently in school, four out of every 10 children beginning to attend school will drop out before completing their primary school education.

59M
children aged 6–14 in India do not attend school, by government estimate — and 4 in 10 of those who do start will drop out before finishing primary school.

A study in 2002 found that these conditions in India are partially due to educational poverty, defined as the deprivation of basic education and literacy. Only 6% of the income from poor households is invested in education and health, while the majority is spent on other necessities such as food and fuel.

In an article by India Today, there is some light on why education is still a distant dream for many underprivileged children in the country. According to the report, one of the primary reasons is an extreme shortage of qualified and dedicated teachers.

Problem statement

Problem statement

For Volunteers

Volunteer problem statement

For NGOs

NGO problem statement
Virtual volunteering concept: bringing volunteering organisations to people in their comfort
Virtual volunteering

Virtual volunteering

Virtual volunteering benefits

Despite the fact that the pandemic caused a decline in volunteers owing to a variety of personal factors, it also gave rise to a new normal — remote, or virtual, presence in different sectors. People have been participating in remote activities due to the multiple advantages, whether they are at job, school, or even volunteering.

For Volunteers
  • More time to volunteer
  • Flexibility in scheduling, location, and level of involvement
  • A unique outlet for skills or passions that aren't met by physical volunteering
  • More positions for disabled or very remote volunteers
  • Fulfilling education or career volunteer milestones
For NGOs
  • Increased access to more qualified volunteers
  • More ways to save money on operating costs
  • An easier way to access more data for your organization
  • Professional-level communications, branding, and outreach
Solutions that can change some lives

Solutions that can change some lives

I devised potential solutions to the problems that I could deduce from the assumptions. However, these would have to be validated later through qualitative and quantitative analysis.

  • An app that connects numerous NGOs and volunteers, where volunteers can view opportunities posted by NGOs and decide based on their skill set and preference
  • Volunteers can sign up and select subjects and other preferences
  • To determine eligibility, a basic test could be made compulsory to complete the profile and to start volunteering for any organization
  • Volunteer organizations with requirements and keywords for easy discovery
  • Option to upload live as well as pre-recorded classes for volunteer time flexibility
  • A few small brain-training games for volunteers on different topics, to keep them entertained as well as help in personal knowledge enhancement
  • Community networking to stay connected with other volunteers and activities
  • Rewards for volunteers with certificates based on completing a certain number of sessions
Note

Due to time constraints, I designed the experience and interface for the volunteers' part of the app only. There are way more aspects to consider for this area itself, and I've done a very surface-level study as of now — but I'm sure developing this idea further would help a lot of children break out of the poverty cycle that's run in their families for years.

User study

User study

This particular app would require a user study on three potential user groups: NGO, non-volunteer, and volunteer.

User study breakdown
User interviews

User interviews

I interviewed a manager and leader at U&I (the NGO I volunteer with), several current volunteers, and a few non-volunteers to understand motivations, blockers, and pain points.

NGO Insights

"Recruiting volunteers is hard — most of our outreach is through college campaigns, and that takes permissions and time."

Recruiting volunteers is hard — outreach is mostly through college campaigns, which are limited and require permissions. Volunteers often leave due to time constraints or long recruitment processes, and a lack of motivating factors or recognition reduces volunteer retention.

Volunteer Insights

"The sign-up process was so long, I almost gave up before I even started."

Most volunteers found opportunities through friends or social media stories. Many enjoyed remote teaching because it removed travel friction and still felt rewarding, though long sign-up processes almost made some volunteers give up.

Non-Volunteer Insights

"I just don't know where to look — if it were quick and flexible, I'd sign up."

Many aren't comfortable with technology or don't know where to look for volunteering roles. Time commitment is a major concern — short, flexible opportunities are more attractive, and some would volunteer only if the commitment was small or better recognized.

Research analysis & solutions

Research analysis & solutions

Synthesizing secondary and primary research revealed clear opportunity areas: reduce onboarding friction, provide clear status updates, offer flexible class formats, and create motivating recognition for volunteers.

Key problems to solve
  • Long/complex sign-up causing drop-offs
  • No clear feedback or status after application
  • Restricted discovery of opportunities
  • Low recognition and motivation for volunteers
Proposed solutions
  • An app that aggregates NGO opportunities and lets volunteers filter by subject, timing, and preferences
  • Allow volunteers to upload live and pre-recorded classes to support flexible volunteering
  • Introduce a basic eligibility/test step to ensure minimal preparedness and simplify matching
  • Implement community features and gamified micro-tasks to keep volunteers engaged
  • Provide rewards and certificates after completing a certain number of sessions to improve retention
User journey

What the journey looks like end to end

Before moving into wireframes, I mapped the journey the research and proposed solutions pointed to — from a volunteer's first moment of intent, through sign-up, matching, and teaching, to the recognition that keeps them coming back.

User journey map from discovery through sign-up, matching, teaching, and recognition

Mapping it this way made the priority order clearer: the first two stages — discovery and sign-up — were exactly where my own attempt to volunteer had broken down, which is why the wireframes below put the most weight there.

User flow

Sign-up & application flow

The flow below is the one the wireframes were actually built against — sign-up through to an applied, trackable status, with the matching decision made explicit instead of silent.

Sign-up and application user flow, including the matched/pending decision branch

The important shift from the original problem is the "Matched?" step: instead of a silent gap between applying and hearing back, the status is always visible on both branches — which is exactly what the usability testing feedback below asked for.

Wireframes & final UI

Wireframes & final UI

I produced hand-sketched wireframes and iterated multiple times to determine content hierarchy, card layout types, and a thumb-friendly tab bar. The final interface uses clear card patterns for opportunities, an accessible tab bar (3–5 primary items), and an onboarding flow that reduces friction.

Hand-sketched wireframes for the volunteer sign-up and opportunity flows

Design decisions

  • Content priority & placement: high-priority content is placed for quick scanning.
  • Thumb zone: main CTAs and navigation are within easy reach on mobile.
  • Cards: different card types for opportunity lists, matches, and classes, with clear CTA hierarchy.
  • Tab bar: limited to 3–5 items to reduce cognitive load.
Visual direction

Color palette: vibrant yet subtle, to keep the app lively but professional. Typeface: Helvetica, for clarity and neutral readability.

Final screens

Final screens

Login & Sign Up

Login and Sign Up screens

Home

Home screen

Opportunities

Opportunities screen

Opportunity Details

Opportunity details screen

Games

Games screen

Donate & Community

Donate and Community screens

Notifications

Notification screen

Classes

Classes screen, view 2

Messages & Profile

Messages and Profile screens
Testing & refining

Testing & refining

I ran usability tests with three participants who completed key tasks (apply for an opportunity, view status, cancel an upcoming session). Key feedback and changes:

"After applying, we don't know where the status of the application will be seen."

→ Added a clear "Status / Classes" pathway and a button next to Applied to take the user to the Classes screen.

Status pathway shown after applying
"How will I know if I am cancelling the next class or the entire job?"

→ Changed copy to confirm: "Are you sure you want to cancel the upcoming class?"

Updated cancellation confirmation copy
"The matches option should be first so that we know if there are any matches first..."

→ Moved Matches to be the default landing content so users see matches first.

Matches shown as the default landing content

After these refinements the flows were clearer, and users felt more confident applying and managing their volunteer commitments.

Notes & next steps

Notes & next steps

There are many additional product and research directions — NGO-facing workflows, admin dashboards, offline/low-bandwidth support, partnerships with colleges and corporates. This case study focused on an MVP for volunteer onboarding, matching, and flexible class delivery.

Summary

The proposed V-Ed platform reduces friction, improves discoverability and recognition for volunteers, and adds flexible mechanisms (live + recorded classes) so more people can contribute to education access.