Surprizle

Surprizle is a proof-of-concept web app where a user can send electronic gifts to friends, colleagues, or family members… but with a twist:

To open the gift, recipients must first solve a puzzle that the sender designs.

The puzzle can be as easy or hard as the sender chooses to make it, and as unique and specific to the recipient as the sender wants it to be.

The Opportunity Space

At the time of this project, Surprizle existed as a live, proof-of-concept web app offering a trivia game paired with the ability to send images or links inside the puzzle

The user goal for the sender is to attach a digital gift card or a photo of a physical one. 

Looking to the future, Surprizle aspires to grow into a functional, reliable, user-friendly, and meaningful app that accomplishes its user goals and creates revenue for its stakeholders.

My Role

  • UX Researcher

  • UX Designer

Tools

  • Figma

  • Figjam

  • Pencil/Paper

  • iMovie

Methods

  • Google Slides

  • Google Sheets

  • Googe Forms

  • Google Meet

  • otter.ai

  • Kano Analysis

  • Think-Aloud Evaluation

  • Architectural Diagram

  • Lo-Fi Sketch Prototypes

  • Kano Analysis

  • Hi-fi interactive Prototypes

Summary

We conducted 3 rounds of user interviews and a Kano Survey to learn about the existing proof-of-concept.

Using those synthesized insights, our team built high-fidelity interactive prototypes of a customizable and personal Surprizle app that bridges the gap between whimsical fun and simple, usable interfaces.

We also identified and recommended four monetization opportunities

Surprizle’s Primary Users

The Sender

This user enjoys challenges and finding creative ways to bridge the gap and maintain a connection with friends and loved ones.

They want to connect in a way that is engaging, interactive, and fun, so they need a personalized gift-giving experience that can accomplish all of the above remotely.

The Willing Recipient

This user enjoys a good challenge and loves to solve puzzles and play games.

Goal: maximize this user’s fun while minimizing friction in accessing and completing a puzzle.

The Unwilling Recipient

This user doesn’t necessarily enjoy puzzles, or may just not have time or motivation for it right now.

They appreciate thoughtful and personalized gifts. They value clear instructions for completing the puzzle, and above all, they want to unlock their gift with a minimum amount of friction.

Challenges

The founder of Surprizle, Chad Lubbers, brings enthusiasm and creativity to gift-giving which inspired him to create Surprizle.

Chad first experimented with the idea of letting his kids’ solve puzzles to get their birthday gifts when they were young. That idea was a hit, so the tradition stuck.

With his kids about to reach college age, these in-person, puzzle-based, gifts won’t always be an option. The solution for Chad was to continue his gift-giving remotely while still entertaining and engaging his children. 

So he created his own digital equivalent of these unique in-person interactions.. It’s a tool that connects gift givers and receivers remotely, no matter the distance between them.

For Chad, the greater the challenge a sender can think up, the more fun the experience. Inflicting good-natured suffering upon his gift recipients is supposed to be part of the fun!

In testing, many of our users failed to pick up on the same vibe. Certain proposed features that aligned with Chad’s vision didn’t sit right with new users.

One of our biggest challenges in this project was creating an app that works for all types of users. To succeed, Surprizle needed to quickly convey what the app is, how it works, and the founder’s vision for the type of fun, challenging, puzzle-based gift-giving Surprizle aspires to, while ensuring that users who receive gifts and are not in the mood to complete a puzzle can still have a positive experience.

The Process

Our team began by testing our client’s existing proof-of-concept web app.

We utilized Think-Aloud Protocol to ascertain first-time users’ experience running through Surprizle’s key tasks:  sending a Surprizle and receiving one.

My role: 

Get the script ready for use through proofreading and editing, as well as conducting interviews.

Our team sketched prototypes for new features and embedded them in a Kano Survey to which we received over 50 responses!

The analysis showed that several of our proposed features were attractive.

Our most important takeaway was regarding one of the key monetization ideas for the website—allowing recipients to pay a small fee to skip the puzzle and directly claim their gift.

That feature is the little black dot in the chart on the left!

This feature was in line with the spirit of good-natured torment that Surprizle’s founder envisions, however users had a hard time seeing things from that perspective.

They described the idea as “a bit harsh” and “bogus”. One user said they’d be “livid” if they were made to pay to access their gift!

So, it was back to the drawing board.

After further ideation on monetization, we decided that the sender would have to pay to turn off the Easy Way Out feature.

The recipients could be presented with a brief advertisement after solving (or skipping!) their puzzle.

These ideas tested well, and the ad, in particular, managed to avoid bothering anyone!

The Deliverables

Architecture Diagrams

Architectural diagrams - Sender and receiver flows

Mid-Fidelity Prototypes

High-Fidelity Prototypes