In this scenario, I split the donate button into a choice to donate (to get a small gift) or not. The result was similar to the typical interface.
Typical Interface
33% clicked donate
This is a typical choice that is seen in our normal checkout user flow in digital experiences. The drawback of this technique is that it might be hard to predict how much control the user wants to donate or their donation appetite.
Scenario 3
33.33% clicked donate
This mechanism incentivises participation by adding a material gift. It hopes to visualise the relationship between the donation and the person donating. It is important to note that the material object might overshadow the value of a donation. People might start to forget that it is a donation.
Strategy

What happens when we try attaching material value to donation?

Comments
Gift bundle rewards people for making a donation, making it a good effort. Here's what some people felt!
Person 1
Almost everyone talked about the gift
Person 2
no one noticed how expensive the donation was. (35 instead of 5)
Person 3
Gift bundle only appealed to some people.
Person 4
Being rewarded with a gift makes it feel like the organisation is putting some effort behind the donation.
Inspiration

You've probably seen this around you before.

Inspiration 0
eCommerce Stores
Inspiration 1
Kickstarter Campaigns
Inspiration 2
News Apps Subscription
Inspiration 3
Tissue Selling Aunties/Uncles
Measurements

After measuring, people felt that this interface was socially acceptable based on a deception score of 1.75/3.5.

1
Question
How much of a risk was it to donate in this scenario?
2.333333333
Not Risky
Very Risky
2
Question
When using this interface, how often do you feel unsure or uncertain about the outcome that will be given to you?
1
Not Often
Very Often
3
Question
On a scale of 1-5, how pressuring was the experience in asking you to donate?
1
Not Pressuring
Pressuring
4
Question
On a scale of 1-5, how motivating was it to donate using this interface?
2.666666667
Not Motivating
Motivating
Conclusion

Since people felt that this interface was socially acceptable, we can probably adopt this in our donation interfaces.

The Deceptive Interfaces Framework help designers create socially-acceptable interfaces using human biases, inspired from deception.
Made by Yuan Jie