UX Research · Interface Design

PeerMarket
Student Marketplace

A mobile marketplace designed to help college students buy, sell, rent, and swap items safely and sustainably on campus.

Figma FigJam UX Research Prototyping User Interviews
PeerMarket app screens

Role

Sole Designer

Timeline

4 weeks · 2025

Client

App Team Carolina
UI/UX Apprenticeship

Tools

Figma · FigJam
User Interviews

Project Overview

A campus marketplace built around trust and low effort

PeerMarket is a mobile student marketplace designed to help college students buy, sell, rent, or swap items safely and efficiently on campus. The initiative advances sustainability through secondhand purchasing while directly addressing the trust, safety, and social anxiety students experience when reaching out to sellers.

As the capstone project for an App Team Carolina UI/UX apprenticeship, I managed the full design lifecycle — ideation, research, wireframing, and high-fidelity prototyping in Figma — over four weeks. The project was awarded Most Impactful Real-World Application.

Scope

  • User research & interviews with college students
  • Competitive analysis of existing platforms
  • Research-driven persona development
  • Wireframing through high-fidelity prototyping

01Problem

Existing platforms feel unsafe, inconvenient, or socially uncomfortable

Students on college campuses regularly need to buy and sell items — textbooks, furniture, clothes, electronics. But the tools they're using weren't built for them. GroupMe posts get buried, Facebook Marketplace feels unsafe, and Instagram stories disappear after 24 hours. Beyond discoverability, deeper friction points emerged around trust and the social cost of reaching out.

"How might we design a campus marketplace that reduces the social and logistical barriers to buying and selling, so that students feel safe, confident, and comfortable throughout the entire experience?"

What students are using today

💬 GroupMe group chats
📸 Instagram Stories (24-hour posts)
🌐 Facebook Marketplace
📌 Physical bulletin boards

Core pain points

Trust & Safety

Quality, pricing, and seller identity are unclear. Students feel uncertain meeting strangers.

😰

Social Anxiety

Many students avoid posting or reaching out due to the effort and social discomfort of initiating conversation.

🚗

Logistics

Transportation and pickup coordination are major barriers for students without cars.

02Research & Discovery

Understanding students in their own words

I interviewed three college students from different campuses to understand their real experiences buying and selling secondhand. Conversations covered what platforms they currently use, what frustrations they encounter, and what would make them more willing to participate in peer-to-peer selling.

I also conducted a competitive analysis across four comparable platforms, mapping their strengths and gaps against student needs. From this, two research-driven personas emerged representing the key user archetypes.

Key Insights

Quality & Pricing

Item quality and overpricing are major concerns. Students can't assess items reliably before meeting a seller.

Communication Friction

Many students avoid buying secondhand because reaching out to sellers feels awkward and effortful.

Verification as Trust Signal

Verified student identity would significantly increase willingness to purchase secondhand from peers.

Location Matters

Transportation is a major limiting factor. Campus-specific pickup locations would unlock participation for many students.

Interview Personas

Persona 1: Diva, Georgia Tech student
Persona 2: Meera, UNC Chapel Hill student
Persona 3: Medha, UNC Charlotte student
Competitive analysis across four student marketplace platforms

03Design Process

From insights to high-fidelity flows

With research findings in hand, I translated student pain points directly into product decisions — ensuring every feature had a clear rationale grounded in what users actually expressed in interviews.

1

Define the Problem Space

Synthesized interview data and competitive analysis into core opportunity areas: trust, communication, logistics, and discovery.

2

Build Research-Driven Personas

Created two personas representing the primary student archetypes — the socially anxious buyer and the busy seller — to ground every design decision in a real user need.

3

Wireframe Core Flows

Mapped out the key journeys in FigJam — onboarding with verification, browsing and filtering, the offer flow, and pickup coordination — before moving to pixels.

4

High-Fidelity Prototyping

Designed polished mobile screens in Figma, iterated on each feature with the specific research-backed rationale in mind, and connected flows into an interactive prototype.

Design Personas

Design persona: Meera
Design persona: Diya

04Key Features

Six features, each solving a real problem

Every feature in PeerMarket maps directly back to a pain point surfaced in research. None were added speculatively — each had a student quote behind it.

🎓

Student Verification at Sign-Up

A three-step email verification flow confirms .edu identity — expanding trust without restricting listings to peak enrollment periods only.

Sign up screen Log in screen
📱

Scrollable Feed with Smart Filters

Vertical item cards with horizontal category filters for fast discovery. Like and save functionality keeps browsing low-commitment.

Browsing feed with category filters

Clear Item & Trust Indicators

Each listing shows transaction type (sale, rent, or swap), item condition, seller rating, and verification status — reducing misrepresentation concerns.

Item detail with trust indicators and verified seller badge
💬

Low-Pressure Messaging & Offers

Automated "Send Offer" messages let sellers accept or decline without small talk. Direct messaging remains available for those who want it.

Offer flow with accept and decline options
📍

Structured Pickup & Payment Flow

Users confirm a campus pickup location and payment method before sending an offer — reducing safety concerns and post-deal logistics anxiety.

Pickup location and payment selection before sending offer
📋

Order Tracking & Listing Management

Purchase history and an active listings view with draft and sold statuses give both buyers and sellers full visibility and control.

Purchase history orders tab Active listings and sold items management

05Design Goals

What we were optimizing for

Reduce Barriers

Lower the effort required to post, browse, and complete a transaction so participation feels effortless rather than laborious.

Build Trust Inclusively

Increase confidence through verification and clear item information without artificially narrowing the pool of available listings.

Support Anxious Users

Design communication flows that let socially anxious students participate fully without being forced into open-ended conversation.

Encourage Sustainability

Make secondhand the obvious, convenient default for students — reducing waste and promoting circular consumption on campus.

06Reflection

What I learned

Most Impactful
Real-World Application

PeerMarket was Voted 'Most Impactful Real-World Application' in the App Team Carolina apprenticeship — recognized for its research-grounded approach, cohesive visual design, and the depth of thinking behind each interaction. The project demonstrated that designing for underserved emotional needs like social anxiety can be both a human and a product win.

View Prototype