GIVE2GET

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GIVE2GET by Mind Map: GIVE2GET

1. Design

1.1. User Interface

1.1.1. Designed On A Grid

1.1.2. Spaced Texts

1.1.3. Fast Loading Speed

1.1.4. Different Formatting For Different Screens

1.1.5. Accesibility

1.1.6. Users-Centric Approach

1.1.7. Smooth Transitions

1.1.8. High Resolution

1.2. Visuals

1.2.1. Open Sans Font

1.2.2. One Color Palette

1.2.3. Iconography

1.2.4. Attractive Logo

1.2.5. Non Complex

2. Security

2.1. App

2.1.1. Secured API's

2.1.2. Encrypted Data

2.1.3. SSL Pinning

2.1.4. Performed Security Testing

2.2. Users

2.2.1. High-Level Authentication

2.2.2. Strong Password Required

2.2.3. Possibility To Block Other Users

2.2.4. User Data Protection

3. Goal

3.1. Innovative

3.1.1. Ethical

3.1.2. Easily Accessible

3.1.3. Contemporary Platform

3.2. Sustainaible

3.2.1. Eco Friendly

3.2.2. Free-Cycling

3.3. Progressive Technology

3.3.1. Fighting Pollution and Consumerism

3.3.2. Through The Use Of A Mobile App

4. User Journey

4.1. Touchpoints

4.1.1. When Advertising An Item

4.1.2. When Searching For A Specific Item

4.1.3. Curious Home Page Exploring

4.1.4. When Wanting To Aquire An Object/Make An Exchange

4.2. Personas

4.2.1. Enviromentalists

4.2.2. E-Shoppers

4.2.3. Smartphone Owners

4.2.4. Recyclers

4.2.5. Collectors

4.3. Pain Point

4.3.1. User Wants A New Ethical Way Of Purchasing

4.3.2. User Does Not Encourage Consumerism

4.3.3. Users Owns Too Many Items In His Home He Wants To Get Rid Of

4.3.4. User Cannot Afford Specific Item He Wants

4.4. Channel

4.4.1. Google Play

4.4.2. App Store

4.4.3. Online Ads

4.4.4. Promoters

5. Navigation

5.1. Bottom Tab Bar

5.1.1. Chat

5.1.2. Profile

5.1.3. Search/Discover

5.1.4. Notifications

5.2. Interactive Navigation

5.2.1. Tabber

5.2.2. Touchscreen Interaction

5.2.3. Simple And Easy

5.2.4. Clear Icons

6. Risks

6.1. User

6.1.1. Unwanted Messages

6.1.2. Scams

6.1.3. Harassing Users

6.1.4. Confidentiality

6.2. Development

6.2.1. Cryptographic Flaws

6.2.2. Lack of Binary Protections

6.2.3. Malware

6.3. Funds

6.3.1. Insufficient Funding

6.3.2. Budget Higher Than Revenue

6.3.3. Not Meeting Profit Expectations

6.3.4. Low Amount Of Users

7. Benefits

7.1. For Users

7.1.1. Every Range Of Items Displayed In The App

7.1.2. Free Items

7.1.3. Fair Trade

7.1.4. Easily Accessible Through Any Smart Device

7.2. For The Environment

7.2.1. No Manufacturing - Items Are Already Present

7.2.2. Every Trade Is Ethical

7.2.3. Defies Mass Production

7.2.4. Enhances Objects Liveability And Lessens Waste

8. App OS

8.1. Android OS

8.1.1. Smartphones

8.1.2. Tablets

8.1.3. Smartwatch

8.2. iOS

8.2.1. Iphones

8.2.2. Ipads

8.2.3. Apple Watch

9. Developpement

9.1. Steps

9.1.1. Prototype

9.1.2. Database Collection

9.1.3. Coding

9.1.4. UX Wireframe

9.1.5. UI Flow

9.1.6. Backend Design

9.1.7. Testing

9.1.8. Launch

9.2. Team

9.2.1. UX-UI Designer

9.2.2. Project Manager

9.2.3. Visual Designer

9.2.4. Mobile Developer

9.2.5. Quality Assurance Tester

10. Finances

10.1. Profit

10.1.1. Version II

10.1.1.1. Direct Revenue

10.1.1.2. Paid Membership

10.1.2. Interstitial Ads

10.1.3. Ad-Mobs

10.2. Budget Funding

10.2.1. Co-Creators's Investment

10.2.2. Angel Investors

10.2.3. Crowd-Funding

10.2.4. Bootstrapping