Buy, Sell & Trade. Just Swipe.

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

I believe in leading with the user at the forefront, which is why I put an emphasis on the first two stages of the classic double-diamond. This emphasis on Discover and Define helps me set the foundation for my design direction based on real user needs, and also helps ensure my team is aligned. With a strong emphasis on Discover and Define, it is easier and quicker to find a North Star.

Offerup, 5Miles, LetGo

Our competitors focused on quantity over quality. Buyers were often overwhelmed with large amounts of items with no immediate way of identifying trustworthy and quality listings. Sellers suffered from high competition, which lead to low exposure on average.

Givet

Our goal was to create a product that served this gab, dedicated to college campuses. By replacing overwhelming decisions with YES or NO, we can highlight the best products in the area and increase average impressions per item.

Design

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.

Offerup, 5Miles, LetGo

Our competitors focused on quantity over quality. Buyers were often overwhelmed with large amounts of items with no immediate way of identifying trustworthy and quality listings. Sellers suffered from high competition, which lead to low exposure on average.

Givet

Our goal was to create a product that served this gab, dedicated to college campuses. By replacing overwhelming decisions with YES or NO, we can highlight the best products in the area and increase average impressions per item.

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