Huggg Consumer Gifting — full case study
Designed a mobile-first gifting MVP where the recipient chooses, so a busy person can send something thoughtful in under a minute, from the first workshop to a prototype tested with 20 users.
The work in detail
Overview
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Hero image
The chosen homepage beside the buying flow. Source: design file GS5dz… frame 595:4903 and section 840:661.
Src: /case-studies/huggg-consumer/hero-image-mv86v7co.webp
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Huggg is a UK gifting platform that sold a "gift of choice" to companies. The sender buys a curated collection and sends a link, and the recipient picks one gift and enters their own address. The company wanted a consumer version of the same idea.
Type: p
The goal was a mobile-first product that a busy person could use to send a thoughtful gift in under a minute. I facilitated three workshops, led a twelve-competitor teardown and designed an MVP prototype from first wireframes to final screens. We tested it with 20 users. Half of them finished checkout in under a minute, and the main issue testing found was fixed before handover.
Type: facts
Role
Senior Product Designer. I facilitated three workshops, led the competitor analysis and designed the prototype from first wireframes to final screens.
Timeline
Value: December 2025 to June 2026
Team
CEO/Founder, senior product manager and another product manager
KEY OUTCOME
A tested MVP prototype. Half of testers finished checkout in under a minute.
Context
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Huggg sold the gift of choice to companies only. We kicked off the project with a workshop that framed a new problem: busy people want to send a thoughtful gift in under 60 seconds. It pointed at "busy mums" in particular.
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The hard part was not speed. **Nobody expects to send a choice.** People expect to buy a present and send it. The product had to explain an unfamiliar idea, from a brand most people had never heard of, to someone with no time to read.
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Workshop whiteboards
Source: Whiteboard sketches from the workshops.
/case-studies/huggg-consumer/workshop-whiteboards-mv9ki2k7.webp
Whiteboard sketches from the workshops: grouping gifts of choice by occasion, recipient and theme.
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This led to
Type: list
- A brief for a consumer version, mobile-first, that a typical user could finish in under a minute
- A brand most people had never heard of, asking them to trust an unfamiliar idea
- An open question: how do you explain a choice to someone with no time to read?
Why it mattered
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If the idea needs explaining, busy senders leave before they start. The design had to make the promise obvious in a few seconds.
Users and stakeholders
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Primary users
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- Busy senders, "busy mums" in particular
- A first-timer in a rush
- A sceptic who fears "losing £50"
- A returning user
Internal users
Type: list
- The founder, who set the direction and was in the room for every workshop
- The senior product manager, who owned the product decisions
- Another product manager
Challenge
Type: h3
Text: Objectives
Type: facts
Make it quick
Value: A flow a typical user can finish in under a minute
Make it clear
Explain a gift of choice to someone who has never heard of Huggg
Make it trusted
Value: Give a sceptic reasons to believe before any deep step
Type: columns
How the brief measured success
Type: list
- Homepage to start-gifting
- Checkout completion
- A second gift within 90 days
- NPS
- Perceived thoughtfulness
Approach and constraints
Type: p
Text: **MVP.** A tested prototype, not a launch.
Type: list
- Out of scope: desktop, group gifting, video messages and changes to the recipient flow
- The workshop notes were the team's own statements, so they were hypotheses, not quotes from users
- The prototype would be tested before anything was called done
Type: columns
My responsibilities
Type: list
- Facilitated three workshops
- Led the competitor analysis
- Built the insights table
- Designed the prototype from first wireframes to final screens
- Ran the testing with the Huggg team
Collaborators
Type: p
The founder, the senior product manager and another product manager. The Huggg team owned the brief and the earlier user research, and we ran the testing together.
Discovery
Type: p
Discovery ran in four steps, each feeding the next, so the team shared one view of the problem before any screens were drawn. I facilitated three workshops with the founder and two product managers: the first two sit here, and the third opened the design work.
Type: h3
Text: 1. Framing the problem
Type: p
We started with a kick-off workshop in London. We mapped the existing B2B journey to find problems, pain points and opportunities. I then drafted the journey we expected for consumers and wrote how-might-we questions from it.
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The kick-off workshop board
Source: The kick-off workshop board
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The kick-off board: the problem statement, success metrics, the key challenges discussed and the first ideas. Click to enlarge.
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Text: 2. Competitor teardown
Type: p
I judged twelve competitors, from Etsy and Moonpig to Prezzee and Virgin Experience Days, across six stages from first impression to post-send. Each stage had a card stating what makes a user quit and what makes them stay. Every note used one fixed vocabulary, so every screen was judged the same way.
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Teardown overview
Competitors down the side, six stages across. Redact names and addresses. Source: FigJam / 01 Competitor analysis.png.
/case-studies/huggg-consumer/teardown-overview-mv88as16.webp
Type: h3
Text: 3. Mapping the consumer journey
Type: p
Next came a workshop in Bristol. We mapped the new consumer journey, using user research the team had done before. The notes became 175 digital stickies in nine clusters, from "Can I trust this? Is this legit?" to "I really don't know what to buy."
Type: p
The Bristol notes were hypotheses. Even with research in the room, they were the team's own statements. That is why we tested before calling anything done.
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Workshop notes, as written
A legible cluster of handwritten stickies. Redact names. Source: FigJam / 04 Workshop Notes.png.
/case-studies/huggg-consumer/workshop-notes-as-written-mv89nn1u.webp
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Shape: wide
The workshop notes, clustered
Source: The typed-up notes, clustered.
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The workshop notes, typed up and clustered beside photos of the handwritten originals. Click to enlarge.
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How I used AI.
I used AI tools, including Claude and FigJam AI, at two points. First, to read the handwritten sticky notes from photos and turn them into digital stickies. Then, to help summarise and synthesise the notes into clusters.
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Text: From clusters to user flows
Type: p
From the Bristol clusters we wrote six flows, shaped by the buyer's mood, theme, emotions and situation. Each recorded goals, pains, drop-off risks and interventions from homepage to send, with a how-might-we for each problem.
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The user flows
Source: The scenario flows, stage by stage.
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Five of the flows, each run through the same four stages: homepage, category and selection, personalisation, then review, checkout and send. Click to enlarge.
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Text: 4. Insights table
Type: p
Discovery produced a lot of material, so I built one table of about 20 rows. Each row links a finding to a design question, a how-might-we, ideas, and a mobile zone: where the idea belongs on a phone screen. Red is the utility zone at the top, yellow the visual zone in the middle, and green the thumb zone at the bottom, where the main actions go. It went through four versions as ratings were challenged.
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The insights table
All 20 rows with the coloured theme and zone cells. Source: design file nMram… node 1:3.
/case-studies/huggg-consumer/the-insights-table-mv89oxra.webp
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Another version of the insights table
Source: Another version of the insights table
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Another version of the insights table. It went through four as the team challenged the ratings. Click to enlarge.
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The thumb-zone model
Source: The three zones, and a landing page laid out against them.
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The three zones, and a landing page laid out against them: utility at the top, visuals in the middle, the main actions within reach of the thumb.
Type: card
Key findings
Type: p
From the teardown and the workshops. The quotes are the team's hypotheses, written as a sender would say them, which is why we tested them.
Type: list
- **An unfamiliar idea.** The team expected senders to ask "Don't I just buy a present and send it?" We decided to show how it works, not explain it.
- **An unknown brand** ("I've never heard of Huggg"). We put trust cues before any deep interaction.
- **No time** ("I don't have time"). We kept the steps few and put the fastest payment first.
- **No inspiration** ("I need inspiration"). We kept browsing simple: trending, recipient, occasion and theme.
- **A fixed budget** ("I know my budget"). We showed that every budget is covered.
- No competitor designed for after the gift is sent. We designed for it.
Solution
Type: p
I designed a prototype that carries one promise from the homepage to payment: the other person chooses.
Type: p
Design started with the third workshop, back in London. We ran a round of Crazy 8s to open up ideas. Then I wireframed several versions of the homepage.
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Homepage wireframes
Source: Four rounds of homepage wireframes.
/case-studies/huggg-consumer/homepage-wireframes-mv9ktxcz.webp
Four rounds of homepage wireframes, from a headline-and-video opening (1), through "Send a gift in under 60 seconds" (2) and a phone showing how it works (3), to layout variations for the top of the page (4). Click to enlarge.
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Round 4 wireframes, up close
Source: Round 4 wireframes, up close
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Round 4 up close: layout variations for the top of the page, with notes on each. Click to enlarge.
Type: h3
Text: 1. A homepage that shows the promise
Type: p
A first-time visitor has a few seconds to learn what a gift of choice is, why to trust it and where to start. Three decisions shaped the homepage.
Type: h4
Text: Show the experience, don't explain it
Type: p
The hardest question was how to get the idea across on a phone. I explored many ways to show it: an automatic carousel, scroll-driven animations, a locked "how it works" section, a full-screen carousel, step cards, value proposition videos and several headlines. Most failed the same two tests. Anything driven by scrolling takes over the screen, and a returning sender has to scroll past an explanation they no longer need.
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Seven ways to show the value proposition
Source: The options board, with the cons noted on each.
Src: /case-studies/huggg-consumer/value-prop-options.webp
Type: p
We chose the option that shows the experience itself. The hero plays a WhatsApp chat, from the sender's message to the recipient's side: the gift arrives with "12 gifts to choose from", then "Pick your favourite", "Add the delivery address" and "Sit back and enjoy!". Nobody has to read an explanation to understand what happens.
Type: h4
Text: Let real people decide
Type: p
We didn't choose on instinct. We shared several prototypes with real users, watched them use each one and asked prompting questions, then finalised the version that worked best.
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Shape: wide
Seven homepage hero options
Source: Seven homepage hero options
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Seven hero options from the rounds we compared, from carousels and colour-led heroes to longer marketplace pages. Click to enlarge.
Type: h4
Text: Leave out what doesn't serve the promise
Type: p
Along the way I designed more than the MVP needed: navigation and menu patterns, a three-question gift finder, search with suggestions and a no-results fallback, and brand pages. We left the traditional layouts, the gift finder and other extras out of the MVP, to keep every screen focused on the core value proposition: send a choice, they pick the gift, no address needed.
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The gift finder, explored and left out
Source: Gift finder board from Figma, Version 0.2.
Src: /case-studies/huggg-consumer/gift-finder-explored.webp
The gift finder: three questions, results and a no-results fallback. Designed, then left out of the MVP to keep the focus on the core promise. Click to enlarge.
Type: p
Text: The chosen homepage puts that experience first:
Type: list
- A hero chat widget showing the gift arriving in WhatsApp: "12 gifts to choose from", then "Pick your favourite", "Add the delivery address", "Sit back and enjoy!"
- The heading "Send our curated collection, let them choose their favourite"
- Collection cards with a gift count and a "Starting from" price
- Three benefits: No Address Needed, Recipient Chooses, Done in Seconds
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Shape: phone
Chosen homepage
Source: Final frame. Source: design file GS5dz… frame 595:4903.
Embed: https://huggg-consumer-gifting.figma.site
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Text: 2. A five-step send flow
Type: p
Few steps, with the fastest payment first, because time was the sender's biggest worry in the workshops.
Type: list
- **Collection.** See what is included, pick a price tier, optionally edit the choices.
- **Personalise.** A message, with optional [[AI]] AI help, and a gift wrap.
- **Delivery.** "We'll send it for you" or "I'll send it myself".
- **Checkout.** Summary cards for gift, message and delivery, then Apple Pay or card.
- **Sent.** Confirmation, then a prompt to earn credit.
Type: p
Apple Pay comes first, with a trust row beneath the button. Discount codes have add, invalid and applied states. The VAT logic holds: the discount comes off the VAT-inclusive price before VAT is worked out. A 10% code takes £15 to £13.50, of which £2.25 is VAT.
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Checkout
Secure checkout: Summary cards, Apple Pay first, trust row. Section 840:661; Discount: invalid and applied: Section 840:661, checkout states. Export as one image, side by side.
Src: /case-studies/huggg-consumer/checkout-mv8cuu3n.webp
Type: h3
Text: 3. Editing only when you ask for it
Type: p
Senders want to see what is in a collection, and some want to change it. The senior product manager pointed out a risk: checkboxes shown by default would let a sender deselect a gift by accident on a page meant for browsing. So editing is opt-in, behind an **Edit choices** button.
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- **All selected.** Save is disabled when nothing has changed.
- **None selected.** Save is disabled, with "Please select at least one gift from the collection".
- **Some selected.** An "Edited" badge shows the choices differ from the default.
- **After saving.** The product page shows the new count, "See all 11 gift choices".
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The four selection states
All selected: Frame 673:6885; None selected: Frame 673:7615; Some selected: Frame 673:8347; After saving: Frame 732:7207. Export as one image, side by side.
/case-studies/huggg-consumer/the-four-selection-states-mv8cv050.webp
Type: h3
Text: 4. The moment after the gift is sent
Type: p
Most gifting sites end with a receipt, and no competitor in the teardown designed for what comes next. We treated the moment after sending as the start of the next gift. It is when a sender feels best about Huggg, so it is the right time to reward them and ask for one more step.
Type: p
It isn't the most important part of the MVP. But the moment after checkout was a chance to be creative, and to give senders a reason to come back, so repeat purchases could grow.
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After sending
The two confirmation screens: Huggg sends it, or the sender shares the link.
Src: /case-studies/huggg-consumer/after-sending.webp
Left: Huggg sent the link by SMS or email. Right: the sender shares the link themselves. Both celebrate, confirm, then reward. Click to enlarge.
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Text: Celebrate, then confirm
Type: p
Confetti plays for two to three seconds, then the screen confirms what happened. It changes with how the gift was sent:
Type: list
- **Huggg sends it.** "Gift link sent to" the recipient by name, with the phone number and email it went to, and a way to get in touch if there's a mistake. The recipient's name only appears if the sender gave it earlier.
- **The sender shares it.** "Almost done…", with the gift link, a Copy button, WhatsApp first and more sharing options, because the gift isn't sent until they share it.
Type: h4
Text: Reward the first gift
Type: p
Straight after the confirmation, the sender learns they've earned **£5 Huggg credit** to use on their next gift. A gifting journey shows what's next, so one gift feels like the start of something:
Type: p
We wanted to try gamification: the more gifts a sender sends, the more credit they earn to spend on Huggg.
Type: facts
First Gift
Value: £5 credit, unlocked with the first gift
Generous
Value: £10 credit after 3 gifts
Legend
Value: £25 credit after 10 gifts
Super
Value: £50 credit after 25 gifts
Type: p
This speaks directly to one of the brief's measures: a second gift within 90 days. Credit gives the sender a reason to come back, and the badges give them a reason to keep going.
Type: h4
Text: Sign up after the gift, not before
Type: p
Sending a gift never needed an account. The account is offered once the sender has something worth keeping: "Sign up" with their email already filled in, one tap with no password, to claim the credit, track the gift and start unlocking badges. A "Give £5, Get £5" invite follows, so a happy sender can bring a friend.
Type: p
Around this moment, the prototype also has order statuses, including Claimed, and a "Gift opened" notification, so the sender hears what happened next.
Type: note
Not yet tested.
Text: This feature is still untested.
Testing
Type: p
The Huggg team and I tested together, with 20 users. We tested at every stage, not only at the end:
Type: list
- **Wireframe testing**
- **A/B testing**, with multiple versions of the same screens
- **Usability testing**
- **Prototype testing**, sharing multiple versions of the prototype built with Claude Code [[AI]] and Figma Make
- **Workflow testing**, from the homepage through to checkout
- **Time to checkout**, measured against the goal of under a minute
Type: p
Each session followed a script. We observed people as they used the designs, and used contextual enquiry to understand their situation as they went.
Type: p
Text: We timed every tester from homepage to checkout:
Type: bigstats
Value: 50%
finished in under a minute
Value: 30%
took around 90 seconds
Value: 20%
took more than 100 seconds
Type: p
The biggest issue was one nobody said out loud; it showed when we watched people browse. Every collection card looked the same, so people had to read every title, and some missed that the recipient picks one gift from many. We gave each collection its own images and added "Recipients choose from N gift choices" to every card.
Type: prototypes
Try the prototypes we tested
Prototype 1
Prototype 2
Prototype 3
Prototype 4
Prototype 5
Outcome
Type: bigstats
Value: 50%
Finished checkout in under a minute (timed, 20 users)
Value: 80%
Finished in about 90 seconds or less
Value: 5
Prototype versions compared with users
Type: facts
Senders
A five-step flow with Apple Pay first, and a homepage that shows what a gift of choice is.
Recipients
The recipient flow is unchanged. They pick one gift and enter their own address.
The Huggg team
A tested prototype, and a trail from every major decision back to a finding.
Type: card
Delivery results
Type: list
- Handed over a tested MVP prototype covering the homepage, the full send flow, every selection, discount and delivery state, the post-send screens and the account area
- The team agreed one view of the problem before any screens were drawn
- The prototype did not launch, so there are no live numbers against the brief's measures
Reflections
Type: columns
What worked well
Type: list
- One table linking every finding to a decision
- Mapping the journey in person, with the founder in the room
- **Editing only when you ask for it.** Removing gifts from a collection sits behind an "Edit choices" button, so nobody changes a collection by accident, and every state, from nothing selected to saved, has a clear rule.
- **Watching, not only asking.** The biggest issue, cards that all looked the same, was one nobody said out loud. It only showed when we watched people browse.
What I would do differently
Type: list
- **Bring developers in earlier.** I handed over the prototype, as the brief asked, but I'd have loved to talk to developers early in the flow. I didn't get that chance here, so it's something I'll make room for on the next project.
Type: card
Next steps
Type: list
- Launch, then track the brief's measures: homepage to start-gifting, checkout completion, a second gift within 90 days, NPS and perceived thoughtfulness
- Find out what slowed the half who took longer than a minute, and design for them