
The Bartering System
UI/UX Case Study on college students
This project required students to use the design thinking process to identify a problem that can be solved using a mobile app. I did a case study for college students to see if a bartering system around campus is a successful idea.
Prototype: Figma
Editing: Photoshop
Duration: 4 weeks
Design an app for a dedicated college campus that is: Simple to access, easy to use, and will ultimately prevent students from spending excess money, and creating waste.
01
Research & Analyze
02
Ideate
03
Prototype
04
Testing
App hypothesis:
My hypothesis for the creation of this app is that,
“College students have a lot of products that they donate or throw away and they would find benefit from trading (or giving away) items in a campus setting”
To prove that theory, I needed to conduct a quantitative survey of college students.
![]() Data of users willing to trade on a campus setting | ![]() Data of users saying they have a lot of items within their room | ![]() What items would you like to see on the possible trading app? |
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Hypothesis confirmation:
This data helped back up my hypothesis that students do have an excess amount of products, whether they were living on campus or are a commuter, and they tend to have a need to buy stuff they want and throw away/donate products that clutter their room.
Taskflow

Benchmarking
![]() Home Page | ![]() Viewing Page | ![]() Selling Page |
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![]() Saved Page | ![]() Profile Page | ![]() Messaging Page |
During the benchmarking process, I studied 4 direct competitive C2C apps.
Mercari, Poshmark, eBay, Facebook Marketplace
I processed to pull out the pages that I felt would correlate to my app based on my task flow. Those pages were the home page, messaging, viewing of products, a listing of products, a profile, and saving an item.

![]() Home Page | ![]() Profile, Viewing, Listing | ![]() Likes and Messages |
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Style Guide (Different based on what school user is attending)

