I led the design, product vision, and new feature implementation at Givet.
Role
Role Product Design, Visual Design, Design System, Prototyping
Stats 30,000+ iOS & Android Downloads, 5,000 Monthly Active Users
Introduction
Understand
Problem
Design
Collaboration
Results
Launching a Startup
While studying Engineering at the University of Miami, I knew I wanted to combine my technical and creative skills with my desire to start a business. My goal was to build a product that solves a problem students face on campus.
MY ROLE
Founder, Design Lead
MY TEAM
Front-end & Back-end Engineer, Product Marketing Manager, Startup Advisor
MY FOCUS
Product Design, Visual Design, Design Systems, Prototyping & Fundraising
MY TOOLS
Discovery
I began this startup journey by first striving to understand my potential users; college students. I conducted preliminary interviews and shared surveys to understand the existing pain points of being a student on campus. The response I received was broad, and I began to narrow down my focus by identifying problems I was interested in solving. A recurring frustration amongst my target audience was the complications that arise with limited space in dorm rooms and limited financial freedom.
Secondary Research
According to a report from the National Association of College Stores, 70% of students purchased used books, reflecting their need for more affordable solutions.
Based on my interviews with students, this extended outside of just books. I found that 3 out of 5 students would prefer to buy and sell second-hand to save and make money, or remain eco-conscious.
Challenges
Based on behavioral analysis and user interviews, "retail therapy", or the habit of browsing potential purchases with no particular goal in mind, discovering new items, and making casual purchases is gratifying but costly.
Insights
Students reported dumpsters outside dorm rooms filled with perfectly good items during annual move-outs, as well as purchasing expensive textbooks brand new from campus bookstores although only used for semester's duration.
Empathize
Using both quantitative and qualitative research methods, like surveys and user interviews as previously stated, I was able to further empathize with my users and gain insight beyond frustrations and pain-points. By understanding the root-cause of the issues my audience faced, I was better equipped to ideate solutions that effectively addressed these challenges. For example, in the data collected bellow, I found that over 50% of surveyed users were concerned with trust and safety when executing transactions with strangers in-person. With this insight, I was able to prioritize trust and safety in my design decisions.
Quantitative
Qualitative
Student Preferences:
In-Person Apps vs. Online Shopping
Student Existing Concerns with
In-Person Apps
Problem
Students and young adults are often looking for ways to save and make money, while holding onto excessive amounts of stuff they no longer need or use. Simultaneously, they have a tendency to engage in "retail therapy", or the behavior of aimlessly browsing for more stuff to purchase. Unfortunately, these existing behaviors do not optimize spending habits and alternative selling platforms are vasty overpopulated with low-quality items, do not optimize for students, and lack dedicated features for trading items.
Discover
Define
Develop
Deliver