Prototype link: Prototype link
A video demo with a maximum of 3 minutes: https://youtu.be/WiY5dbLaaqk
Responses to questions about the user research and design thinking process
Describe your project (Max 150 words)
GenTrade is an intergenerational skill-exchange platform that connects seniors and students. Seniors share practical knowledge that they have like sewing, cooking, or woodworking, while students aid with technology like with video calls or navigating social media apps / smartphones. Through organizing group sessions, users can also bond through community service by collaborating for a specific volunteering initiative of their choice.
The platform runs on a coin economy. If you sign up to teach something, you earn coins. If you need one-on-one help, you spend coins. Group classes are always free which ensures that everyone can always learn if they want to while also incentivizing all to teach.
A user can also host a volunteering group - we have an option to indicate a nonprofit affiliation when publishing a group class/activity. By volunteering for causes they’re passionate about, users will collaborate with all age groups and bond over common values, surrounding communities or hobbies - things transcending any generational gap, leading to a increased understanding of each other's communication styles and everyday experiences.
GenTrade aims to place students and seniors as equals, transforming isolated individuals into connected communities, one skill exchange at a time.
Describe your research process and findings. If you conducted any surveys or interviews, please include the survey form and/or interview questions here. If you conducted secondary research by pulling from online sources, please include a link to your sources. (Max 500 words)
Our research process focused on exploring scientific studies and online sources to understand the challenges involving both seniors and students and why existing intergenerational programs fall short. We discovered that around 28% of retirees experience depression symptoms — higher than older adults still working (SonderMind). Other than income, work provides meaning, purpose, and the feeling of being needed (HelpGuide.org). It was shown that seniors who volunteer and mentor young people show reduced mortality risk, higher physical activity, and better psychosocial outcomes (Senior Lifestyle). Thus, it was concluded that seniors have skills and need purpose, but simply lack accessible channels to contribute.
For students, we found a problem with traditional volunteering. Often, schools have begun requiring volunteer hours which "detracts from the very idea of volunteering... students simply go through the motions, seeking out the most convenient opportunities" (The Arcadia Quill). Rather, students need tangible outputs with real skills learned and a visible impact. Not simply just hours logged.
Using research studies, we also explored the technology barrier. It was shown that ¾ of Americans 65 and older say they need someone else to set up or show them how to use new devices (Pew Research Center). Furthermore, the biggest barrier to tech adoption isn't difficulty, but its privacy concerns (33%), followed by ease of use (20%) and setup support (19%) (AARP). Seniors aren't technophobic; they're justifiably cautious and undersupported.
We also found organic demand for skill exchange too. A Facebook community post asking who wanted to learn sewing generated significant engagement — people genuinely want to learn practical skills from real people, not just tutorials (Facebook/Penticton Locals).
Studies on intergenerational program outcomes reinforced our direction. Research shows that intergenerational collaboration enhances well-being and belonging for both generations where youth can feel useful and capable and elders feel valued and understood (CRPE). It was important that there was a mutual exchange, not just something in one direction.
These findings shaped three core design principles: reciprocity over charity - seniors must be contributors, not just recipients; tangible value for students - real skills, not performative hours; and senior-first accessibility - big buttons, minimal friction, privacy-respecting design. Sources: SonderMind, HelpGuide.org, Senior Lifestyle, The Arcadia Quill, Pew Research Center, AARP, CRPE, Facebook/Penticton Locals
https://www.facebook.com/groups/pentictonlocals/posts/2699222207078981/ https://www.sondermind.com/resources/articles-and-content/finding-purpose-in-retirement/ https://crpe.org/intergenerational-learning/ https://www.seniorlifestyle.com/resources/blog/fun-value-intergenerational-programming/ https://arcadiaquill.com/28951/features/why-do-students-need-so-many-volunteer-hours/ https://www.aarp.org/pri/topics/technology/internet-media-devices/2025-technology-trends-older-adults/ https://www.pewresearch.org/internet/2017/05/17/barriers-to-adoption-and-attitudes-towards-technology/
Describe your most important design decisions. What research findings and/or user testing results led you to make these decisions? (Max 500 words)
System of the coin economy Our research showed the seniors have diminished well-being in passive recipient roles and that students disengage from volunteering that feels transactional. Thus, our coin system addresses both with everyone earning by teaching and spending by learning. This transforms something that’s like charity into a community exchange where all parties are valued contributors. We kept the group classes free to ensure that coins aren’t a barrier, but simply an incentive to give back.
Senior first design With 75% of seniors needing help with new devices (Pew) and privacy being the top adoption concern (AARP), we designed for accessibility and trust from the ground up. Every screen does one thing. Edit fields open dedicated screens rather than inline forms. Buttons are large with clear labels with no hidden gestures or icon-only navigation.
One at a time editing When creating a profile, we pretty much have one or two fields per screen. This is to help reduce cognitive load. Research showed that while seniors' processing speed may decline, their accumulated knowledge stays strong. Interfaces demanding quick, multi-field processing create unnecessary friction. Our approach respects users' pace and builds confidence with each small success.
Location-Based Trust Instead of an open registration for everyone, users instead select verified retirement homes or schools to create implicit trust. Everyone using the application are from known institutions, not just strangers from anywhere. This was made to address the privacy and safety concerns that serve as primary barriers to senior tech adoption.
Built With
- figma
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