Thryft Mobile App
The design of a mobile app for users to buy or sell resale furniture within New York City is developed.

Overview
Project Type
Group project - research, user interviews, UX/UI design
Timeline
September - November 2024
(3 months)
Tools
Miro
Figma
Framing our Problem
With our given prompt, as group, we decided to design a brand new app for buying and selling resale furniture within New York City. This decision was made based on our current location within New York City and on primary and secondary research conducted on currently existing resale furniture sites and unique consumer regulations within this state.
Final Design Frame: Design an app for crowdsourcing made or resale furniture needs of residents.
Research
Competitive Analysis

Data analysis & Synthesis
Affinity Diagram

Personas
Mental Model
Design
Low-Fidelity Prototype
High-Fidelity Prototype
Usability testing
Task 1: Create a Listing
100% of users successfully create a new item listing showing that our detailed guide for creating a listing was effective.
Task 2: Buy an Item
75% of users successfully purchased furniture on the app with challenges occurring around unfamiliar terminology used to "purchase request."
Task 3: Message a Seller
100% of users successfully contacted furniture sellers on their first try.
“It was simple to create the listing and the steps were straightforward.
“The checkout process was fast and straight to the point."
“Regarding the purchase task, I thought it was an immediate purchase.”
“No difficulties or confusion while chatting with the seller, a simple experience.”
Reflections
What Went Well:
Our escrow payment design directly addresses a key user concern identified in our research: simple navigation and ensuring payment safety. Additionally, the design of our product was structured and intuitive, always keeping the user in mind.
What to Improve:
The creation of an onboarding process would help clarify the purchasing process which requires a seller to confirm an item purchase before a transaction occurs. As seen in the usability test task 2, this would address user confusion around the terminology, "request purchase" as opposed to expecting to purchase right away.
Future:
For this project, we were unable to address the concern from our user research regarding clarification around the delivery process. Furture iterations of this project should develop a plan to clarify such needs.