Service Design Case Study | Ana Zamfirache
Case Studies  /  Service Design · Social Impact

Redesigning a volunteer center
so children actually want
to come back.

A service design project using journey mapping, Design Thinking workshops, and co-creation to transform a children's support center from low-attendance to high-engagement — through structure, not luck.

RoleService Designer · Facilitator
ContextVolunteer Support Center — Children's Programs
ScopeResearch · Journey Map · Service Blueprint · Prototyping · Implementation
MethodsInterviews · Design Thinking · UAT · Gamification · Outreach Strategy
3
Stakeholder groups
interviewed & co-designed with
5
Design phases from
research to monitoring
Engagement, retention
& new participant reach
1
Service blueprint + full
implementation roadmap
01 — The Problem

Good intentions aren't
enough to fill a room.

The volunteer support center had dedicated staff, meaningful programs, and genuine care for the children it served. But children weren't showing up consistently — and the ones who did often disengaged quickly. Attendance fluctuated, motivation was low, and the center had no structured strategy for either retaining current participants or attracting new ones.

Core Challenges
  • Low and inconsistent attendance across programs
  • Children showing disengagement during activities
  • No structured onboarding for new children joining
  • Limited awareness of the center in the wider community
  • Activities not aligned with children's actual interests
  • No engagement strategy — outcomes left to chance
My Role

Led the full service design process — from initial research and stakeholder interviews through journey mapping, Design Thinking facilitation, service blueprint creation, prototype testing, and implementation support. Worked directly with children, parents, volunteers, and center staff to co-create solutions that were practical to deliver, not just theoretically sound.

Design Objective

Design a service strategy that enhances children's engagement, improves the quality of activities, and increases the number of participants — by creating a more inviting, interactive, and structurally supported experience from first contact to ongoing participation.

02 — Design Process

Five phases.
One coherent system.

Each phase built on the last. No solution was designed before the problem was fully understood. No change was implemented before it was tested. This is what separates service design from good intentions.

1

Research & Discovery

Interviews and observations with children, parents, and volunteers. Journey mapping of the full experience from first contact to participation. Benchmarking against successful engagement models in similar programs.

Research
2

Problem Definition

Synthesised research into key challenge clusters: lack of personalised activities, limited community awareness, absence of a structured engagement plan. Created a service blueprint mapping front-stage and back-stage actions across the entire experience.

Define
3

Ideation & Strategy Development

Facilitated Design Thinking workshops with staff, volunteers, and children to co-create engagement solutions. Explored gamification, reward systems, personalised activity selection, and structured outreach strategies.

Ideate
4

Prototyping & Testing

Piloted new activity formats based on children's interests with interactive and digital tools. Tested engagement incentives — achievement badges, peer-led sessions, storytelling methods. Validated through UAT: observation, surveys, and participation tracking.

Prototype
5

Implementation & Monitoring

Launched the full engagement strategy with improved activity planning and outreach initiatives. Trained volunteers in facilitation skills and adaptive programming. Set up ongoing measurement through attendance rates, engagement levels, and participant feedback.

Implement
03 — Journey Map

Where children
dropped off — and why.

Mapping the full experience from first awareness to active participation revealed a pattern: drop-off wasn't random. It happened at predictable moments where the system failed to support the child. Each friction point had a corresponding design response.

Stage 1
Awareness
Pain: Center not visible in the community
Fix: School & social worker partnerships + community events
Stage 2
First Arrival
Pain: No structured welcome — children felt lost
Fix: Buddy/mentor system for all new arrivals
Stage 3
Activity Selection
Pain: Fixed activities didn't match interests
Fix: Flexible, interest-based activity choices
Stage 4
Social Integration
Pain: Isolation — difficulty making friends
Fix: Team-based activities designed for bonding
Stage 5
Ongoing Engagement
Pain: No reason to return — no visible progress
Fix: Gamification — points, badges, achievement tracking
04 — Design Solutions

Five interventions.
Each mapped to a drop-off point.

Every solution came directly from the journey map and was co-created with the people who would use and deliver it. No solution was imposed from the outside — all were tested before full implementation.

Solution 01 Outreach & Awareness Strategy Solves: invisibility in the community ↑ New participant reach

Connect the center to the networks where children already are

Established partnerships with local schools, social workers, and community programs. Created a presence at community events. Developed a simple social media strategy to raise awareness among parents and carers.

The center was doing good work that most families in the catchment area had never heard of. Outreach wasn't marketing — it was service delivery reaching those who needed it.

School Partnerships Social Worker Collaboration Community Events
Solution 02 Structured Welcome Process Solves: first-arrival anxiety and isolation ↑ First-visit retention

Nobody should feel lost on their first day

Implemented a buddy and mentor system: every new child is paired with an existing participant from day one. Trained volunteers to deliver a structured, warm welcome process that eases transition without being overwhelming.

Research consistently showed that social anxiety at first arrival was a major driver of non-return. A single structured human connection at the right moment changed the trajectory entirely.

Buddy System Volunteer Training Welcome Protocol
Solution 03 Interest-Based Activity Design Solves: disengagement from irrelevant programs ↑ Active participation rates

Children engage when activities reflect their actual interests

Replaced fixed program schedules with flexible, choice-based activity selection grounded in the preference data collected during research. Piloted interactive and digital activity formats alongside traditional options.

Activities were co-designed with children in the Design Thinking workshops — making them participants in the solution, not just recipients of it.

Co-Design Interest Mapping Digital + Interactive Formats
Solution 04 Social Integration Design Solves: isolation and difficulty forming friendships ↑ Peer connection & belonging

Belonging is engineered, not assumed

Introduced team-based activity formats specifically designed to build friendships through shared experience. Used peer-led sessions as a strategy — older or more experienced participants leading activities naturally created mentoring dynamics and status pathways.

Team Activities Peer-Led Sessions Storytelling Methods
Solution 05 Gamification & Reward System Solves: low motivation to return ↑ Repeat attendance & motivation

Make progress visible and return feel worthwhile

Implemented a points and achievement badge system that recognised participation, effort, and milestones — not just performance. Children could see their progress accumulate over time, giving them a tangible reason to return and a sense of identity within the center.

Tested in UAT with positive feedback: children described feeling "proud" and "like they belonged." Volunteers noted it required minimal overhead once set up.

Achievement Badges Points System Progress Visibility
05 — Prototyping & Validation

Nothing shipped
without testing first.

Each solution was piloted before full rollout. User Acceptance Testing used a combination of observation, surveys, and participation tracking — designed to capture both what children said and what they actually did.

Pilot Testing
What Was Tested
  • New activity formats with digital and interactive tools
  • Buddy system and structured welcome process
  • Achievement badges and gamification mechanics
  • Peer-led sessions and storytelling methods
UAT Methodology
How It Was Measured
  • Direct observation of engagement during activities
  • Post-session surveys (age-appropriate format)
  • Attendance and return-rate tracking
  • Volunteer feedback on facilitation ease
Validation Signal
What Good Looked Like
  • Children asking when the next session was
  • Unprompted peer-to-peer invitations to activities
  • Volunteers reporting reduced friction in facilitation
  • Return visits without parental prompting
06 — What This Revealed

Service design for
social impact is still systems thinking.

The same principles that apply to product design and CRO apply here — remove friction, design for the actual user, test before scaling. The difference is the stakes: a child who drops out of a support program loses more than a subscription.

Co-design isn't optional — it's the strategy. Solutions designed without children in the room consistently missed the point. The Design Thinking workshops weren't just a process step — they were the mechanism by which the solutions became relevant. Children know what they need. The designer's job is to create space for that knowledge to surface.

The first visit determines everything. Drop-off patterns were heavily concentrated in the first two visits. The buddy system and structured welcome process had disproportionate impact because they intervened at the highest-risk moment. In service design as in product, the onboarding experience is worth more than any feature.

Motivation needs a visible feedback loop. Children didn't disengage because they stopped caring — they disengaged because they couldn't see their own progress. The gamification system worked not because of the badges themselves, but because it made effort visible. Progress visibility is a design responsibility, not a reward system.

Outreach is part of the service, not a marketing afterthought. Families who needed the center most often had the least visibility into it. Integrating outreach — through schools, social workers, and community networks — into the service model was as important as improving the experience inside the center.

Volunteer capacity is a design constraint, not an obstacle. Every solution had to be sustainable for the people delivering it. Solutions that required significant overhead from volunteers were redesigned until they were easy to run consistently — because a well-designed service that isn't delivered reliably is just a document.

Outcomes

From inconsistent attendance
to a system that sustains itself.

Five design interventions. Three stakeholder groups involved. One coherent service strategy — built with the people it serves, not for them.

Higher engagement — children actively participate and look forward to activities
Increased retention — more children return to the center regularly
Expanded reach — new children join through targeted outreach efforts
Improved experience — activities align with children's real interests and needs

This project mattered because the users couldn't advocate for themselves. Children in a volunteer support center don't file support tickets or leave reviews. The design process had to surface their needs through observation, co-creation, and careful attention to what their behaviour — not just their words — revealed. Good service design in this context isn't a professional achievement. It's a responsibility.

Want to redesign a service
that people actually use?

Service design, product strategy, or AI transformation — the process is the same: understand the real problem, design with the people affected, and build something that works in the real world.

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