Lerp in circular motion

Hi,
right now I calculate the distance from my player and the nearest object, then my player lerps to the object. This works fine but I would like to make my player move in a circular motion to the nearest object.

The code i have right now to lerp;

		if (Input.GetKeyDown(KeyCode.W))
		{
			canJump = true;
		}

		if (canJump)
		{
			transform.position = Vector3.Lerp(transform.position,
				closestPlat.GetComponent<Renderer>().bounds.center + new Vector3(0, 
                                         platformHeight, 0), Time.deltaTime * jumpspeed);
		}

What i tried:

		if (Input.GetKeyDown(KeyCode.W))
		{
			canJump = true;
		}

		if (canJump)
		{
			transform.position = transform.position + new Vector3(0, jumpforce, 0) * 
                           Mathf.Sin(Mathf.PI * (Time.deltaTime) * jumpspeed);
			transform.position = Vector3.Lerp(transform.position,
			       closestPlat.GetComponent<Renderer>().bounds.center + new Vector3(0, 
                               platformHeight, 0), Time.deltaTime * jumpspeed);
		}

Use Vector3.Slerp method. Docs

Suppose your starting point is A, the goal is B, the center of circle is O

You can calculate current position of your object so

C = Vector3.Slerp(A - O, B - O, lerpValue) + O;