UX & UI Design
Project Overview
Creation of the Non-Functional Prototype of the Marketplace Product as a digital channel for the sale of school and office items, with a UX, focused on the purchase experience of the users, management of the lists and customization of products, with access to educational entities and companies for the creation of scholar lists and the inclusion of different processes and suppliers.

Problem Statement
Alternative channel that reaches the end-user and alleviates the real pain of the consumer when buying a school list.
- Reach the end customer without intermediation channels
Profit margin stays in the channel - No shopping experience generates immediate attraction
Product Ideation
We discovered a product from an idea represented by means of a business plan, a canvas, or simply ideas in someone’s head. Through joint work sessions with the client and some key users, we propose a prototype that can be submitted to a validation (e.g. presentation with investors) and, later, to its materialization.

Discovery / Understand
Objective: Know the product from a business point of view.
Techniques: Flash conversations, UX mapping.Duration: 2 hours
Resources: Material generated by the client. Leader of the idea with availability to carry out 1 session (to be determined according to availability)
Discovery / Define
Objective: Define key user experiences.
Techniques: User Journey, “The Golden Path”. Duration: 2 hours
Resources: Key users to perform 1 session (to be determined according to availability)
Ideation/ Sketch
Objective: Design key user experiences
Techniques: Low & Medium-level wireframing Duration: 2 days
Resources: Wireframes provided by the company, flowcharts, benchmarking analysis
Ideation/ Decide
Objective: Validate the sketching exercise and select the experiences to prototype
Techniques: Focus group with key people (users and business)
Duration: 2 hours Resources: Key users to carry out 1 session (to be determined according to availability).
Interactive Prototype
Objective: Build an interactive prototype that encompasses the selected experiences
Techniques: Interactive Prototyping
Duration: 6-8 days
Prototype Validation
Objective: Validate the interactive prototype built.
Techniques: Focus group with key people (users) Duration: 8 hours
Resources: Key people to carry out a user experience validation exercise through the prototype. Sessions according to availability.
Card Sorting & User Journey
We did a card sorting activity in which the main point was to find out the pain points of users. We guided participants through labels written on notecards that helped us to understand what They were struggling with during the purchasing process. The User Journey diagram was used primarily by us as the UX team to figure out the flow of the purchase experience of customers. We could comprehend the user experience our client wanted the customers to have.
Ideation & Sketching
After we analyzed the gathered knowledge and user information throughout our ideation sessions, We found out that our users were too busy to go and shop in a place also to take their kids there and help them decide what they want to buy. We came up with the potential solutions that were to create not a regular online shopping cart but one that allows parents to set a budget and assign it to their kids for them to choose the utensils they want. We were debating whether it should be on a Web or a Mobile App. We went for the mobile option after we interviewed users and found out that will be easier for them to go through a smooth purchasing process due to the high use of mobile phone nowadays.
Prototyping
After sketching out our solutions and test them on our users, We prototyped our ideas and re-test them. We create high fidelity prototypes to convey our solutions.
Usability Tasks
We did a card sorting activity in which the main point was to find out the pain points of users. We guided participants through labels written on notecards that helped us to understand what They were struggling with during the purchasing process. The User Journey diagram was used primarily by us as the UX team to figure out the flow of the purchase experience of customers. We could comprehend the user experience our client wanted the customers to have.