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Problem
We are living in the midst of a pandemic, leaving the immunocompromised very vulnerable. This is devastating for terminally-ill children that had dream trips planned for the upcoming year and years to come. No longer will there be trips to Disney World with large crowds or the ability to meet the star of their dreams in person.

 

 

Solution
Bring the dream to them! Dreambox is a charity where users can donate a Dreambox to a child that includes all the parts of their dream and a virtual visit from a special surprise guest. Whether it be a Disney princess, an astronaut, or a race car driver, the Dreambox child will not feel like they are missing out!

The Dream
Each Dreambox child is given a special login code, allowing access to play games on a private platform. The Dreambox game has a set of questions which helps narrow down their options for their dream experience. This ultimately helps the Dreambox team collect data while letting the child have fun!

The app had to be playful enough to appeal to children but still have mature elements for the gifter login. I chose blue as the main color because it represents peace, and accents of yellow because it is uplifting. I designed the logo to resemble a box exploding with stars, as these children’s dreams are coming to fruition.

Business thinking, UX/UI, visual design, and branding

 
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Onboarding

The onboarding process was integral for new users to understand what the Dreambox app is all about. By giving the user a synopsis of what the organization does, it helps alleviate confusion once they enter the home screen.

Playful animations were incorporated throughout the app as an ode to the brand’s energetic and fun identity.

Once the user creates an account, they enter the home screen where they are prompted to “gift a dream”. Upon click, they are given two choices; search for a child they know or donate to a child in their local community. On the child’s profile page, they are able to learn more about them and see what is included in their Dreambox. They are then prompted to donate if they so choose.

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Animations

Animating the purchasing process was another way to evoke joyful emotions and acted as a feedback indicator for users.

 

Dreambox Child’s Login
On the Dreambox child’s home screen, they are prompted to play a game where they are asked a series of questions based on the dream experience they select.

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The children were presented several dream options based off of data gathered.

After the children have completed the game, they are taken back to their home screen with a notification waiting for them. In order to view the “secret message” from their surprise star of their dreams, they have to play another game.

The Research

The Data

  • 23% of young adults donated because they were asked to give by someone they know

  • 29% of Americans are under age 40 but they account for 43% of children’s hospital donors

  • 28% had participated in some type of fundraising event or activity

  • 17% had volunteered their time to help with the organization

  • The presence of children was 87% higher in donor households than in U.S. households

  • 7 out of 10 donors undertake religious activities in a typical month. 

The Who

  • 84% of millennials reported giving to charity with 40% of those enrolling in monthly giving

  • Millennials like to promote the nonprofits/charities they care through email and social media

  • 38% of millennials are more likely to be drawn to children’s causes

  • 86% of young adults agreed that charities play an important role in society and believe it is important to support charities

The Why

  • 65%: “If a child I love needs medical treatment in the future, I want that organization to have all the resources they need to help” 

  • 62%: “In my giving, I tend to focus on organizations that help children.”

  • 45% “A child close to me was treated at or helped by that organization” 

  • 40% “I wanted my financial support to stay in my local community” 

  • 37% “I know someone who was treated at or helped by that organization.”

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User Personas 

Concept, design, and copywriting are all original.

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