GåvoStationen – A project in collaboration with second hand-shop employees
GåvoStationen – A project in collaboration with second hand-shop employees
GåvoStationen – A project in collaboration with second hand-shop employees
Overview: GåvoStationen is a design concept co-created with second-hand shop employees during an 11-week participatory design course at Stockholm University. The project addressed a user-defined problem: donated items are often left outside the shop after closing hours, leading to theft, damage, additional work for staff, and lost revenue.
Focus: Participatory Design · Workshops · User Stories · Prototyping · Iterations · Sketches · User Testing · Evaluation.
Overview: GåvoStationen is a design concept co-created with second-hand shop employees during an 11-week participatory design course at Stockholm University. The project addressed a user-defined problem: donated items are often left outside the shop after closing hours, leading to theft, damage, additional work for staff, and lost revenue.
Focus: Participatory Design · Workshops · User Stories · Prototyping · Iterations · Sketches · User Testing · Evaluation.
Overview: GåvoStationen is a design concept co-created with second-hand shop employees during an 11-week participatory design course at Stockholm University. The project addressed a user-defined problem: donated items are often left outside the shop after closing hours, leading to theft, damage, additional work for staff, and lost revenue.
Focus: Participatory Design · Workshops · User Stories · Prototyping · Iterations · Sketches · User Testing · Evaluation.



Role: UX/UI Designer
My contributions:
UX/UI Design
Facilitate workshops
Conducted interviews
User tests
Prototyping
Synthesized findings
Role: UX/UI Designer
My contributions:
UX/UI Design
Facilitate workshops
Conducted interviews
User tests
Prototyping
Synthesized findings
Role: UX/UI Designer
My contributions:
UX/UI Design
Facilitate workshops
Conducted interviews
User tests
Prototyping
Synthesized findings
Tools: Figma, Miro, Pen & Paper
Participants:
6 second-hand shop employees
Timeline:
Nov 2024-Jan 2025
Tools: Figma, Miro, Pen & Paper
Participants:
6 second-hand shop employees
Timeline:
Nov 2024-Jan 2025
Tools: Figma, Miro, Pen & Paper
Participants:
6 second-hand shop employees
Timeline:
Nov 2024-Jan 2025
Challanges
Challanges
Challanges
Collaborate with participants to identify problems they face in their daily work, co-create solutions to the user-defined problem and involve the participants - the second hand-shop employees - throughout the whole design process, from start to finish, in order to develop an artifact that meets their needs.
Collaborate with participants to identify problems they face in their daily work, co-create solutions to the user-defined problem and involve the participants - the second hand-shop employees - throughout the whole design process, from start to finish, in order to develop an artifact that meets their needs.
Collaborate with participants to identify problems they face in their daily work, co-create solutions to the user-defined problem and involve the participants - the second hand-shop employees - throughout the whole design process, from start to finish, in order to develop an artifact that meets their needs.
Design process
Design process
Design process
Choosing a Domain
Choosing a Domain
Participatory Design is an approach that directly involves stakeholders in the design process. For this project, we identified a domain relevant to the Global Goals and chose to collaborate with employees at a second-hand shop. We chose to work with the global goals Responsible Consumption and Production and Climate Action.
Choosing a Domain
Participatory Design is an approach that directly involves stakeholders in the design process. For this project, we identified a domain relevant to the Global Goals and chose to collaborate with employees at a second-hand shop. We chose to work with the global goals Responsible Consumption and Production and Climate Action.
Participatory Design is an approach that directly involves stakeholders in the design process. For this project, we identified a domain relevant to the Global Goals and chose to collaborate with employees at a second-hand shop. We chose to work with the global goals Responsible Consumption and Production and Climate Action.


Contextual inquiry
Contextual inquiry
Contextual inquiry
We applied a combination of methods: contextual inquiry, workshops, user interviews, field observations, and the master–apprentice model to explore the context together with the employees in the second-hand shop in order to understand the current design situation and gain deeper insights into their needs and environment, daily work routines, use of artifacts, and the organization’s approach to sustainability.
We applied a combination of methods: contextual inquiry, workshops, user interviews, field observations, and the master–apprentice model to explore the context together with the employees in the second-hand shop in order to understand the current design situation and gain deeper insights into their needs and environment, daily work routines, use of artifacts, and the organization’s approach to sustainability.
We applied a combination of methods: contextual inquiry, workshops, user interviews, field observations, and the master–apprentice model to explore the context together with the employees in the second-hand shop in order to understand the current design situation and gain deeper insights into their needs and environment, daily work routines, use of artifacts, and the organization’s approach to sustainability.



Results
Results
Results
The collected data was synthesized using an affinity diagram. Notes from user interviews and field observations were captured on yellow post-its, clustered under blue notes to highlight shared themes, and further grouped under pink notes, representing newly emerging overarching themes.
Eleven problems (green post-it notes), were identified and used as the framework for the Future Workshop.
The collected data was synthesized using an affinity diagram. Notes from user interviews and field observations were captured on yellow post-its, clustered under blue notes to highlight shared themes, and further grouped under pink notes, representing newly emerging overarching themes.
Eleven problems (green post-it notes), were identified and used as the framework for the Future Workshop.
The collected data was synthesized using an affinity diagram. Notes from user interviews and field observations were captured on yellow post-its, clustered under blue notes to highlight shared themes, and further grouped under pink notes, representing newly emerging overarching themes.
Eleven problems (green post-it notes), were identified and used as the framework for the Future Workshop.












Future workshop
Future workshop
Future workshop
We invited the participants to a future workshop consisting of three phases:
Critique Phase: Through brainstorming, participants identified problems in their current work situation. The issues were written on white post-it notes, and participants then added critiques on blue notes. The critiques were later discussed together in the group.
Fantasy Phase: Brainstorming was used to generate potential solutions to the problems. These ideas were written on green post-it notes and discussed collectively.
Implementation Phase: Participants matched the solutions with the identified problems and voted on the most promising combinations. Finally, the group discussed how these visions could be realized in practice.
We invited the participants to a future workshop consisting of three phases:
Critique Phase: Through brainstorming, participants identified problems in their current work situation. The issues were written on white post-it notes, and participants then added critiques on blue notes. The critiques were later discussed together in the group.
Fantasy Phase: Brainstorming was used to generate potential solutions to the problems. These ideas were written on green post-it notes and discussed collectively.
Implementation Phase: Participants matched the solutions with the identified problems and voted on the most promising combinations. Finally, the group discussed how these visions could be realized in practice.
We invited the participants to a future workshop consisting of three phases:
Critique Phase: Through brainstorming, participants identified problems in their current work situation. The issues were written on white post-it notes, and participants then added critiques on blue notes. The critiques were later discussed together in the group.
Fantasy Phase: Brainstorming was used to generate potential solutions to the problems. These ideas were written on green post-it notes and discussed collectively.
Implementation Phase: Participants matched the solutions with the identified problems and voted on the most promising combinations. Finally, the group discussed how these visions could be realized in practice.



Results
Results
Results
To analyze the collected data, the blue notes (problems) and the green notes (solutions) are categorized under common themes (yellow notes). The yellow notes are further categorized under pink notes (new themes). This helped highlight the most central problems and the solutions participants found most relevant. Two digital affinity diagrams: one for the critique phase (blue notes) and one for the fantasy phase (green notes) were created.
The design concept that received the most votes was GåvoStationen, which became the foundation for the prototyping.
To analyze the collected data, the blue notes (problems) and the green notes (solutions) are categorized under common themes (yellow notes). The yellow notes are further categorized under pink notes (new themes). This helped highlight the most central problems and the solutions participants found most relevant. Two digital affinity diagrams: one for the critique phase (blue notes) and one for the fantasy phase (green notes) were created.
The design concept that received the most votes was GåvoStationen, which became the foundation for the prototyping.
To analyze the collected data, the blue notes (problems) and the green notes (solutions) are categorized under common themes (yellow notes). The yellow notes are further categorized under pink notes (new themes). This helped highlight the most central problems and the solutions participants found most relevant. Two digital affinity diagrams: one for the critique phase (blue notes) and one for the fantasy phase (green notes) were created.
The design concept that received the most votes was GåvoStationen, which became the foundation for the prototyping.






Prototyping with participants
Prototyping with participants
Prototyping with participants
To explore the design concept, various techniques were used, such as storyboards, sketches, scenarios. The participants were individually asked to draw analogue storyboards based on the aspects of Role and Look & Feel.
In this way, they were able to communicate and share their design ideas, solutions and visions, and thereby became actively involved in the design process.
To explore the design concept, various techniques were used, such as storyboards, sketches, scenarios. The participants were individually asked to draw analogue storyboards based on the aspects of Role and Look & Feel.
In this way, they were able to communicate and share their design ideas, solutions and visions, and thereby became actively involved in the design process.
To explore the design concept, various techniques were used, such as storyboards, sketches, scenarios. The participants were individually asked to draw analogue storyboards based on the aspects of Role and Look & Feel.
In this way, they were able to communicate and share their design ideas, solutions and visions, and thereby became actively involved in the design process.



Results
Results
Results
Data from the participants’ storyboards, scenarios, as well as the design group’s observations and question responses during the workshop, were documented on yellow and pink post-it notes. These were then categorized under blue notes, representing new themes. Two affinity diagrams: one for Role and one for Look & Feel (orange notes) were created.
The data analysis helped the design team to identify relevant solutions based on the participants’ prototypes.
Data from the participants’ storyboards, scenarios, as well as the design group’s observations and question responses during the workshop, were documented on yellow and pink post-it notes. These were then categorized under blue notes, representing new themes. Two affinity diagrams: one for Role and one for Look & Feel (orange notes) were created.
The data analysis helped the design team to identify relevant solutions based on the participants’ prototypes.
Data from the participants’ storyboards, scenarios, as well as the design group’s observations and question responses during the workshop, were documented on yellow and pink post-it notes. These were then categorized under blue notes, representing new themes. Two affinity diagrams: one for Role and one for Look & Feel (orange notes) were created.
The data analysis helped the design team to identify relevant solutions based on the participants’ prototypes.






Prototype testing & evaluation
Prototype testing & evaluation
Prototype testing & evaluation
The participants carried out a task scenario on both the physical and the digital prototype, where they could navigate through the entire submission process.
This enabled us to test both functionality and user experience, as well as examine whether the prototype addresses the user-defined problem.
The evaluation together with the participants was also an opportunity to understand whether they had felt involved in the design process, if they recognized the parts of the prototype they had helped influence, and whether the prototype lived up to their expectations.
The participants carried out a task scenario on both the physical and the digital prototype, where they could navigate through the entire submission process.
This enabled us to test both functionality and user experience, as well as examine whether the prototype addresses the user-defined problem.
The evaluation together with the participants was also an opportunity to understand whether they had felt involved in the design process, if they recognized the parts of the prototype they had helped influence, and whether the prototype lived up to their expectations.
The participants carried out a task scenario on both the physical and the digital prototype, where they could navigate through the entire submission process.
This enabled us to test both functionality and user experience, as well as examine whether the prototype addresses the user-defined problem.
The evaluation together with the participants was also an opportunity to understand whether they had felt involved in the design process, if they recognized the parts of the prototype they had helped influence, and whether the prototype lived up to their expectations.


Results
Results
Results
The yellow and pink post-it notes capture comments and observations from the testing sessions. In the affinity diagram, the post-its were clustered based on categories of user feedback: strengths (green), areas for improvement (red), and neutral notes (blue).
The analysis showed more positive than negative comments, indicating that the development was moving in the right direction.
Participants found the prototype GåvoStationen better than expected, although some redesign suggestions emerged. The participants recognized elements they had contributed to, which further strengthened their sense of involvement in the design process.
The yellow and pink post-it notes capture comments and observations from the testing sessions. In the affinity diagram, the post-its were clustered based on categories of user feedback: strengths (green), areas for improvement (red), and neutral notes (blue).
The analysis showed more positive than negative comments, indicating that the development was moving in the right direction.
Participants found the prototype GåvoStationen better than expected, although some redesign suggestions emerged. The participants recognized elements they had contributed to, which further strengthened their sense of involvement in the design process.
The yellow and pink post-it notes capture comments and observations from the testing sessions. In the affinity diagram, the post-its were clustered based on categories of user feedback: strengths (green), areas for improvement (red), and neutral notes (blue).
The analysis showed more positive than negative comments, indicating that the development was moving in the right direction.
Participants found the prototype GåvoStationen better than expected, although some redesign suggestions emerged. The participants recognized elements they had contributed to, which further strengthened their sense of involvement in the design process.



Solutions
Solutions
Solutions
GåvoStationen - An Circular Innovation
The suggested solution was a GåvoStation placed outside the store, increasing accessibility for donations even after the second-hand shop’s opening hours. This encourages more items to be donated instead of wasted, reducing littering while supporting reuse, sustainable consumption while generating additional revenue that can be reinvested in social good.
GåvoStation contributes to environmental sustainability and the circular economy by enabling second-hand shops to reuse, recycle, repair, and resell existing materials, products, and clothes. This extends product lifespans, reduces waste and resource consumption, and lowers CO₂ emissions, chemical pollution, and water and land use linked to new clothing production.
GåvoStationen - An Circular Innovation
The suggested solution was a GåvoStation placed outside the store, increasing accessibility for donations even after the second-hand shop’s opening hours. This encourages more items to be donated instead of wasted, reducing littering while supporting reuse, sustainable consumption while generating additional revenue that can be reinvested in social good.
GåvoStation contributes to environmental sustainability and the circular economy by enabling second-hand shops to reuse, recycle, repair, and resell existing materials, products, and clothes. This extends product lifespans, reduces waste and resource consumption, and lowers CO₂ emissions, chemical pollution, and water and land use linked to new clothing production.
GåvoStationen - An Circular Innovation
The suggested solution was a GåvoStation placed outside the store, increasing accessibility for donations even after the second-hand shop’s opening hours. This encourages more items to be donated instead of wasted, reducing littering while supporting reuse, sustainable consumption while generating additional revenue that can be reinvested in social good.
GåvoStation contributes to environmental sustainability and the circular economy by enabling second-hand shops to reuse, recycle, repair, and resell existing materials, products, and clothes. This extends product lifespans, reduces waste and resource consumption, and lowers CO₂ emissions, chemical pollution, and water and land use linked to new clothing production.
Prototype aspects shaped by participants
According to the participants, user should verify their identity with BankID in order to prevent the submission of trash or hazardous items.
Prototype aspects shaped by participants
According to the participants, user should verify their identity with BankID in order to prevent the submission of trash or hazardous items.
Prototype aspects shaped by participants
According to the participants, user should verify their identity with BankID in order to prevent the submission of trash or hazardous items.






Participant-defined names and categories
This view of GåvoStationen’s digital prototype interface displays the category names and item groups suggested by participants.
Participant-defined names and categories
This view of GåvoStationen’s digital prototype interface displays the category names and item groups suggested by participants.
Participant-defined names and categories
This view of GåvoStationen’s digital prototype interface displays the category names and item groups suggested by participants.






An interface designed to inform, raise awareness, and foster ongoing environmental consciousness.
The participants suggested that the interface should encourage donations and inform the user about their contribution to reducing the environmental footprint. The aim is to create positive emotions and acceptance, where reward, appreciation, and recognition reinforce the user’s behavior.
An interface designed to inform, raise awareness, and foster ongoing environmental consciousness.
The participants suggested that the interface should encourage donations and inform the user about their contribution to reducing the environmental footprint. The aim is to create positive emotions and acceptance, where reward, appreciation, and recognition reinforce the user’s behavior.
An interface designed to inform, raise awareness, and foster ongoing environmental consciousness.
The participants suggested that the interface should encourage donations and inform the user about their contribution to reducing the environmental footprint. The aim is to create positive emotions and acceptance, where reward, appreciation, and recognition reinforce the user’s behavior.






Final takeaways
Final takeaways
Final takeaways
If I had more time, I would…
I could have encouraged the participants to prototype using digital tools or AI-driven tools.
Also include the primary end-users of GåvoStationen - the donors - in the designprocess of this project. This would have helped us understand whether they also viewed GåvoStationen as a solution to the problem and would have provided a fuller picture of needs and expectations.
The limited timeframe also restricted opportunities for further iterations and evaluations.
If I had more time, I would…
I could have encouraged the participants to prototype using digital tools or AI-driven tools.
Also include the primary end-users of GåvoStationen - the donors - in the designprocess of this project. This would have helped us understand whether they also viewed GåvoStationen as a solution to the problem and would have provided a fuller picture of needs and expectations.
The limited timeframe also restricted opportunities for further iterations and evaluations.
If I had more time, I would…
I could have encouraged the participants to prototype using digital tools or AI-driven tools.
Also include the primary end-users of GåvoStationen - the donors - in the designprocess of this project. This would have helped us understand whether they also viewed GåvoStationen as a solution to the problem and would have provided a fuller picture of needs and expectations.
The limited timeframe also restricted opportunities for further iterations and evaluations.
What I learned…
How to create an inclusive workshop atmosphere where participants felt safe both giving and receiving constructive feedback.
How to facilitated workshops using diverse participatory design methods to actively engage stakeholders and end users throughout the entire design process.
How to turn participants’ ideas into actionable design concepts and prototypes through iterative collaboration.
What I learned…
How to create an inclusive workshop atmosphere where participants felt safe both giving and receiving constructive feedback.
How to facilitated workshops using diverse participatory design methods to actively engage stakeholders and end users throughout the entire design process.
How to turn participants’ ideas into actionable design concepts and prototypes through iterative collaboration.
What I learned…
How to create an inclusive workshop atmosphere where participants felt safe both giving and receiving constructive feedback.
How to facilitated workshops using diverse participatory design methods to actively engage stakeholders and end users throughout the entire design process.
How to turn participants’ ideas into actionable design concepts and prototypes through iterative collaboration.
Final prototype
Final prototype
Final prototype
“I would like to introduce the GåvoStation in my store.”
“I would like to introduce the GåvoStation in my store.”
Second Hand Store Manager
