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Re/X - Hobby Trading Marketplace App - Case Study, 2025

BUILDING A COMMUNITY OF TRADING AND SHARING WITH FELLOW HOBBY ENTHUSIASTS, WITH AN EMPHASIS ON SUSTAINABILITY

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$8.29 / 3-5 day shipping

Texas

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@allisonart89

25 Trades - 12 badges

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Details

Category

Art and crafts

Condition

Good

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Specific items requested

Hobby categories

Description

Singer sewing machine, estimated manufacture date

1999.

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Sports

Arts/crafts

Coffee equipment

Musical instruments

Roller blades

Wood carving kit

Fellow kettle

Ohuhu art markers

ukulele

Sewing machine

0

$90 - 150

This item has 0 active

trades

Flexible

MY ROLE

Product Strategist

UX Researcher/Designer

Information Architect

Usability Testing Lead

Project Coordinator

SOFTWARE

Figma

Obsidian

Lyssna

DURATION

4 Months

Background and Problem

COLLECTING HOBBIES OR HOARDING?

With easy access to information and diverse interests, people are exploring more hobbies than ever - from photography to DJ-ing. This enthusiasm for new experiences has a hidden cost: unused equipment piling up when people move on to different activities.

Other marketplace apps serve broad audiences with tons of choices, but they miss unique needs that hobby enthusiasts have: trust concerns, poor transaction options, and no community insight.

Through user research, hobbyists showed me several problems with traditional marketplace apps. Collectors and hobbyists need an easy way to get accumulated equipment out of their homes without losing money. People want alternative ways to get rid of collected equipment beyond just buying and selling.

FINANCIAL LOSS

Hobby collectors need a way to easily transition their equipment so it doesn’t accumulate in their homes and result in monetary loss.

ORGANIZATIONAL BARRIERS

Users would prefer secure, easy methods with which to complete transactions with other community members.

ALTERNATIVE TRANSACTION MODELS

Beyond buying and selling, users want to trade and barter.

Research and Discovery

THE DATA

In order to build out an entire app with a completely new concept, I needed to first research some competitive, established marketplace apps that are used globally, as well as seek insight from users who frequently shop on marketplace apps.

Through competitive analysis, I chose three companies that lead the field with their marketplace interfaces (eBay, Mercari, and OfferUp) and I interviewed 5 people who could give feedback on their experiences with buying and selling online, focusing on pain points around trust, pricing, and community features.

No existing platform adequately serves hobby enthusiasts' specific needs for community connection, knowledge exchange, and alternative transaction models while maintaining safety and ease of use.

COMPETITIVE ANALYSIS: MARKETPLACE APPS

AFFINITY ANALYSIS: USER THEMES

Design

THE SOLUTION

Research insights directly informed my list of possible features to create, each mapping to specific user needs and findings from various methods. Core feature categories included safety, community building, transaction variants, user experience, and specialized tools.

Drawing from my interviews, users prioritize simplicity and specialized functionality; this informed my navigation structure and UI, with special emphasis on the “listing” screens being intuitive and quick to upload/list.

Core design principles: clarity over complexity, trust built through transparency, community-first interactions, flexible transaction models (eventually transitioned to trade only).

Low to High-Fidelity Evolution

 

Between low-fidelity wireframes and final screens, I made key changes based on user feedback and usability testing. The biggest change was simplifying the transaction model to focus on trading - users loved this as a unique, valuable feature.

I improved the listing process by adding hobby-specific templates with condition fields, which fixed user confusion about what information to include. The bartering assistant changed from a hidden feature to a prominent tool that helps users evaluate trade fairness after they struggled with this in testing. I also refined navigation by replacing unclear icons with intuitive symbols and added safety features for in-person meetings that users expected but were missing from initial wireframes

User-Centered Design Impact

 

Every design decision addressed specific problems I found through interviews with five different hobbyists. The streamlined listing process helps time-pressed users who need to photograph and list items in under five minutes. The detailed specification templates work for expert users who need comprehensive technical information. The trading system serves users who prefer community exchanges over just money transactions.

Safety features and verification respond to concerns from parents about meeting strangers. Calendar integration helps busy families coordinate meetups. This approach turned a standard marketplace concept into a specialized community platform that handles the complete hobby lifecycle from discovery through abandonment, creating value through both transactions and relationships.

LOW-FIDELITY WIRE-FRAMING

HIGH FIDELITY SCREENS - HOME, LISTING SCREENS, PROFILE (L > R)

HIGH FIDELITY SCREENS - HOME (with guides), RECOMMENDATIONS, LISTING PAGE, TRADE CENTER (“checkout”) (L > R)

Design System and Components

STYLE GUIDE AND COMPONENT SET

Testing and Results

VALIDATION AND TESTING

After initial research and feature development, I ran comprehensive usability testing to validate my assumptions and find areas for improvement. This phase tested the app's most innovative features—especially the trading functionality, while making sure basic marketplace operations stayed intuitive.

I made prototypes in Figma and created a user test through Lyssna. I tested with the same five participants from initial research to maintain continuity and use their existing project context. This let me compare what users said they needed in interviews versus how they actually used the prototype.

Testing confirmed that Re/X addresses real user needs and showed critical areas to improve before launch. It validated my assumptions about trading functionality and community value while revealing specific usability problems that could prevent adoption.

 

Most importantly, testing confirmed users value the app's different approach to hobby equipment exchange. The trading functionality works as a compelling alternative to traditional marketplace transactions. The improvements based on testing feedback positioned Re/X to better serve its target audience while keeping its unique value in the competitive marketplace.

 

Testing showed that successful app development requires continuous refinement based on actual user behavior, not just what users say they want. Even well-researched concepts benefit significantly from prototype testing before final implementation and launch.

PROTOTYPE WALKTHROUGH (SCREENS LINKED TO FIGMA, LINKS WITHIN)

Reflection and Learnings

TAKEAWAYS

This project was my first comprehensive end-to-end UX design experience, from initial problem identification through user research, competitive analysis, feature development, design, brand creation, and usability testing. This journey gave me valuable insights into creating user-centered solutions and showed me the iterative nature of effective design work.

 

Skills I developed during this project: synthesizing qualitative data into actionable design directions, moving from problem identification to solution ideation systematically, creating meaningful test scenarios that reveal actual usability issues, and using testing results to inform specific design improvements. This experience prepared me to tackle more complex design challenges with greater confidence and a more systematic approach. I'm excited to apply these learnings to projects where I can be involved from initial problem identification through implementation and post-launch iteration.

 

Most importantly, this project reinforced my belief that the best solutions come from truly understanding the people we're designing for—not just their explicit needs, but their unspoken frustrations, their workarounds, and their hopes for better experiences. That human-centered foundation will guide all my future work in UX design.

The iterative design process shaped the final result. My understanding of the core problem changed significantly as the project progressed—leading to a trading-only platform instead of my original idea where trading and selling would coexist. Through user testing, I discovered the two methods confused each other, so I streamlined my product and created something unique in the marketplace by adopting a "trade only" approach.

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