Swap Shop

Designing a community driven peer-to-peer mobile marketplace app that makes swapping items simple, accessible, and sustainable.

Timeline

Fall 2025 / 4 weeks

Role

UX Designer

Team

4 UX Designers

Tools

Figma

Team

4 UX Designers

Tools

Figma

Challenge

How might we design a peer-to-peer marketplace that makes item swapping simple, social, and sustainable?

Process

Early Exploration

Storyboarding

Main user flows of the marketplace app were mapped through the team storyboarding exercise.

Low Fidelity Wireframes

Rapid, low-cost wireframes were created to visualise the main user item swap flow, informed by a team storyboard session mapping the end-to-end experience.

Selected screens from low-fidelity prototypes

Key User Feedback Points

Insights used to inform the next high-fidelity design iteration.

First Solution

First high-fidelity prototype informed by user feedback from low-fidelity prototypes.

Selected screens from first high-fidelity prototypes

Validation

Usability testing was conducted using task-based scenarios to evaluate user flows with 10 participants from the target demographic.

Key Findings

Top 3 key findings from user testing with proposed design solutions

Data Analysis Process

Processing user testing results using quantiative and qualitative data analysis methods

Solution

We designed SwapShop, a peer-to-peer platform that turns item swapping into a social, engaging experience through gamification, community events, and built-in safety features.

Swap Shop product concept video

selected screens from final high-fidelity prototypes

Impact

Reframing swapping as a social experience through gamification, community events, and trust features increased user engagement and interest. User testing identified key usability issues, enabling iterative improvements and resulting in a more intuitive final prototype, while highlighting the value of social drivers in sustaining platform engagement.

Learnings

This project revealed the limitations of designing for only the “happy path,” highlighting the need to consider edge cases, test more complete prototypes, and include diverse users. Time constraints also led to assumption-driven decisions, reinforcing the importance of conducting thorough user research early in the process.