UX Research · End-to-end UX

Making York Volunteering Discoverable

• The City of York Council needed a way for residents to discover, commit to, and track volunteer opportunities, previously scattered across social media, newsletters, and word of mouth. • Ran a mixed-methods study (80-person survey + 15 in-person interviews) to find that the real barrier wasn't a lack of opportunities, it was a lack of trust as people couldn't tell a legitimate role from a questionable one, or gauge the real commitment before saying yes. • Designed and prototyped YorVolunteer, a mobile app addressing this through verified-organizer badges, upfront role details, in-app chat gated behind that trust layer, and an activity/rewards system for tracking past volunteering. • Validated through two rounds of evaluation (Collaborative Heuristic Evaluation + Task-Based User Testing), which surfaced and fixed issues by severity before handing off a fully interactive prototype and design-rationale report to developers.

**Alt text:** Aerial editorial photograph of York Minster under a dramatic grey-blue sky. The Gothic cathedral fills the right side of the frame, overlooking the surrounding cityscape. A dotted amber wayfinding path curves diagonally across the image, beginning with a map pin near the lower left and ending with a target marker above the cathedral towers. Large bold white text on the left reads, “WHY DO WILLING VOLUNTEERS GIVE UP BEFORE THEY START?”, with “GIVE UP” highlighted in amber. The composition uses cool, desaturated tones with a single warm accent color to emphasize themes of discoverability, navigation, and volunteer engagement.

Role

UX Researcher and Designer

Timeline

12 weeks

Team

2 Researchers and 2 Developers

Platform

Mobile App

Role

UX Researcher and Designer

Timeline

12 weeks

Team

2 Researchers and 2 Developers

Platform

Mobile App

Starting Point

Why can't York's most willing volunteers find a way in?

The City of York Council came to us with a clear brief: residents wanted to volunteer, but there was no centralized way to discover opportunities, commit to them, or keep a record of what they'd done. On paper, that's a straightforward information architecture problem. In practice, it's a trust and discovery problem and those are much harder to design for.

"Before signing up, I want to know what's expected of me, who I'll be working with, and whether I'll actually be useful. Most opportunities don't tell me enough to feel confident committing." P6

The Gap

Volunteer coordination in York was scattered across social media groups, university newsletters, and word of mouth. Each of those channels works for exactly the person already embedded in that network and fails everyone else. I wanted to know: what's actually stopping people who want to volunteer from doing it, and what would it take to remove that friction?

How might we help York residents discover, commit to, and track volunteer opportunities that actually fit their lives?

The Question → The Method → Why

I needed real reasons, not just usage patterns

A survey alone would have told me what people were doing such as browsing for opportunities on social media, missing out on roles, giving up. It wouldn't have told me why the process broke down for them, or what they needed instead. So I paired both: a broad quantitative survey to find the shape of the problem, followed by in-person interviews to understand the reasoning underneath it.

**Alt text:** A research brainstorming whiteboard covered with colorful sticky notes organizing volunteer research questions into themes such as motivation, discovery, barriers, time commitment, goals, and tracking. Handwritten annotations, arrows, and clustered questions create a realistic workshop-style affinity mapping session used to plan a volunteer platform study.

We surveyed 80 people and kept 64 valid responses, weighted toward the 18–24 age group. Alongside that, I conducted 15 in-person interviews with a mix of graduate/ postgraduate students and faculty, under full ethical consent, to dig into motivations and blockers that a survey can't surface.

**Alt text:** A survey insights dashboard titled “What the numbers told us” displaying key findings from volunteer research. Five data cards show that 40% of respondents were willing to volunteer on weekends, 35% preferred flexible hours, 24% sought skill-building opportunities, and 38% relied on social media to discover volunteer roles. A central insight highlights that most participants experienced difficulty finding, tracking, and committing to opportunities because no dedicated volunteer platform existed. The layout resembles a Qualtrics analytics report with charts, icons, and summary statistics.

"I want to help, but opportunities are scattered everywhere. By the time I find something that fits my schedule and interests, it's either full or I've forgotten about it." P4

That last finding mattered most. It wasn't that people didn't want to volunteer, and it wasn't that opportunities didn't exist. It was that the infrastructure to connect the two didn't.

How I made sense of it

I ran the qualitative data through affinity mapping, organizing it into four clusters: User Research (who these people were and how they behaved), User Goals & Motivations (what they wanted out of volunteering), User Needs (what was missing from their current process), and Potential App Solutions (early feature ideas grounded directly in the first three).

That structure did real work. I could trace every feature back to the specific need that caused it. Such as reliable sources became verified organizer badges, fear of fraudsters became an in-app chat instead of off-platform contact, and the desire to track past activity became the certificate and rewards system.

**Alt text:** A large affinity mapping board synthesizing volunteer research insights into interconnected themes. Color-coded sticky notes group findings from user research, motivations, needs, and potential app solutions, with connecting lines showing relationships between barriers, goals, and design opportunities. The map highlights challenges in discovering volunteer opportunities, the need for trust and flexibility, motivations such as skill-building and community impact, and features for a dedicated volunteer platform.

Proof of Process

Two people, two very different starting points

Rather than design for an average user who doesn't exist, we built around two real, conflicting sets of needs.

Alex: a local postgraduate student, socially confident, already somewhat experienced with volunteering. She's not short on desire to help; she's short on a reliable way to find roles that match her time and interest, and she's wary of hosts who over-promise responsibility she didn't sign up for.

Xian: an foreign exchange student with no prior volunteering experience, looking to fill his term breaks and strengthen his resume. He doesn't know where to start, hesitates to reach out to organizations directly, and has never used an app like this before so onboarding had to work for someone starting from zero.

**Alt text:** A professional UX research archetype card titled “Alex: The Purposeful Contributor.” The layout presents a user quote alongside sections for overview, goals, behaviors, pain points, and needs. The archetype describes a postgraduate student motivated by community impact who seeks flexible volunteer opportunities but struggles with fragmented information, trust concerns, and tracking past volunteering activities. The design uses a clean, minimalist dashboard style with structured content cards and subtle purple accents.

Designing for both meant the app couldn't just be a search tool for the confident volunteer. It had to actively lower the barrier for someone who'd never done this before.

What made these two personas useful wasn't just their differences. It was that their frustrations pointed at the same root cause from opposite directions.

Alex had volunteered before, so she knew what a bad experience looked like: vague role descriptions, slow email back-and-forth, and organizers who understated how much they were actually asking for. Her caution wasn't inexperience, it was pattern recognition. She needed to see the real scope of a commitment before she said yes, not after.

Xian had never volunteered at all, and that came with a quieter, harder problem: he didn't know what "normal" looked like, so he had no way to tell a legitimate opportunity from a questionable one. Where Alex's fear was being misled by an organizer she could otherwise evaluate, Xian's fear was not knowing how to evaluate anyone in the first place. Reaching out directly felt like a risk he wasn't equipped to take.

Read together, the two personas weren't describing two different products. They were describing one missing layer: clear, upfront information that lets a stranger be trusted before any conversation happens. That single insight is what shaped the event details screen, the verified-organizer treatment, and the decision to put in-app chat behind that trust layer rather than in front of it.

Scenario Design

From Frustration to Flow

To pressure-test the experience before building anything, I wrote out Alex's journey twice: once through the broken status quo, once through what YorVolunteer (our concept app) could offer.

**Alt text:** Hand-drawn storyboard comparing two volunteer-search journeys. The top “Problem Scenario” shows Alex searching social media, filtering unsuitable roles, emailing organizers, waiting for responses, discovering unexpected responsibilities, and giving up. The bottom “Activity Scenario” shows Alex using the YorVolunteer app to quickly create an account, filter opportunities by cause and availability, view clear role details, message organizers directly, receive instant confirmation, and build a trusted volunteer record. Green highlights indicate the improved experience, while red highlights emphasize pain points.

The gap between those two scenarios is the product brief. Every core feature such as filters, in-app chat, instant confirmation, activity history exists because a specific step in the problem scenario broke down.

Prototype

Getting to something testable, fast

We sketched and wireframed low-fidelity screens across the core loop: onboarding (sign up, select language and availability), choose the location, home discovery, search and filtering, event details, and a profile/activity hub for tracking commitments and rewards.

This wasn't meant to be polished. It was meant to be fast enough to put in front of evaluators and users before we'd invested in anything that would be painful to throw away.

Test & Iterate

2 Rounds of evaluation and Re-designing the Concept

Round 1: Finding out where the design lied to itself

Before testing with real users, I ran a Collaborative Heuristic Evaluation against Nielsen's heuristics. We worked through the prototype independently, then reconciling findings together. This caught structural issues early: unclear navigation logic, inconsistent filtering behavior, and screens that assumed knowledge a first-time user like Xian wouldn't have.

Round 2: Watching people actually try to use it

CHE told us where the design was internally inconsistent. It didn't tell us where real users would actually get stuck. For that, I ran Task-Based User Evaluation using Concurrent Verbal Protocol where participants narrated their thinking out loud while completing defined tasks: sign up, search and apply for a role across single and multiple time slots, use the in-app chat, log a past volunteering activity, download a completion certificate, and check their reward points.

Every issue I found was rated on a 4-point severity scale, from cosmetic to usability catastrophe, which let us prioritize fixes by actual impact rather than by whichever issue was loudest in the room.

**Alt text:** Severity-coded UX heuristic evaluation findings displayed in a Figma-style board. Ten usability issues are organized into four color-coded categories: Catastrophic (red, 2 issues), Major (orange, 4 issues), Minor (yellow, 2 issues), and Cosmetic (gray, 2 issues). Each card contains a concise issue title, the violated usability heuristic, and a severity rating from 1–4. The layout visually prioritizes critical problems, with catastrophic issues such as missing search results and event details screens at the top, followed by workflow, filtering, communication, navigation, and profile usability issues.

The redesign

The two evaluation rounds surfaced a consistent pattern: users could find things, but couldn't always trust or complete the loop around them. The redesign addressed that directly:

  • Onboarding got shorter and more purposeful. Language, skills, and causes were consolidated so a first-time user isn't front-loaded with decisions before they see any value.

  • Filtering and search were unified into one clear flow, instead of separate, inconsistent entry points. Directly answering the CHE finding that navigation logic wasn't holding together.

  • The event details screen now carries everything a user needs to trust a role before committing such as organizer info, time commitment, distance, and a direct chat option, answering the fear-of-fraudsters and unclear-responsibility issues that showed up all the way back in the affinity map.

  • A visible activity and rewards loop (certificates, badges, points) gives users the tracking and sense of progress the original research showed they wanted but couldn't get anywhere else.

So What? - What shipped to developers

The final deliverable wasn't just screens. I handed developers a fully interactive prototype covering the complete user flow, alongside a report walking through the iterative design process as the reasoning behind each decision, not just the decision itself.


What this project actually taught me

That reframed the whole project. It stopped being "how do we help people find volunteer roles" and became "how do we make committing to a stranger's cause feel safe enough to actually do."

The clearest throughline across the research, the two evaluation rounds, and the redesign was the same thing showing up in different forms: people didn't need more opportunities. They needed a system they could trust enough to commit to one.



There's a lot more behind this than a scroll can hold. If you want the deeper cut, I'm one email away.

ux.megha@gmail.com

Megha Upadhyaya

UX Researcher trained in rigor and drawn to work where research leads to what ships.

Contact

ux.megha@gmail.com

Megha Upadhyaya

UX Researcher trained in rigor and drawn to work where research leads to what ships.

Contact

ux.megha@gmail.com

Megha Upadhyaya

UX Researcher trained in rigor and drawn to work where research leads to what ships.

Contact

ux.megha@gmail.com

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