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.
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.
Research & Analyze
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?
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.
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.
Profile, Viewing, Listing
Likes and Messages