MY ROLES
Product Design, Interaction Design, Interview, Survey, Design Research, UI/UX Design, Graphic Design, Illustration, Filming, Concept Video Production, acting, motion design, and video editing.
Product Design, Interaction Design, Interview, Survey, Design Research, UI/UX Design, Graphic Design, Illustration, Filming, Concept Video Production, acting, motion design, and video editing.
TEAM
Freya Young, Lizzie Sokolich
CLIENT
Carnegie Mellon University
Freya Young, Lizzie Sokolich
CLIENT
Carnegie Mellon University
TOOL
Figma
Adobe Illustrator
Adobe Premiere
Adobe After Effects
Adobe Illustrator
Adobe Premiere
Adobe After Effects
TIMELINE
4 weeks (March-May, 2023)
What is Scottie’s Flea?
Scottie’s Flea is a student community market designed specifically for the student community of Carnegie Mellon University, with an emphasis on sustainable school life.
Scottie’s Flea is a student community market designed specifically for the student community of Carnegie Mellon University, with an emphasis on sustainable school life.
Concept Video2mins
Problem Area
Carnegie Mellon University(CMU) is a vibrant but relatively small academic environment characterized by diverse student populations frequently transitioning in and out. The continuous flux highlights a specific requirement among CMU students for a practical, cost-effective solution to obtain and offload school supplies and personal belongings. Although various platforms exist, there remains a significant for CMU students to purchase, sell, or recycle second-hand items efficiently. The objective is to create an inclusive product ecosystem that goes beyond the screen and engages various touchpoints across multiple channels to be integrated seamlessly within the CMU student community.
Carnegie Mellon University(CMU) is a vibrant but relatively small academic environment characterized by diverse student populations frequently transitioning in and out. The continuous flux highlights a specific requirement among CMU students for a practical, cost-effective solution to obtain and offload school supplies and personal belongings. Although various platforms exist, there remains a significant for CMU students to purchase, sell, or recycle second-hand items efficiently. The objective is to create an inclusive product ecosystem that goes beyond the screen and engages various touchpoints across multiple channels to be integrated seamlessly within the CMU student community.
Target Users
We focused on improving the experiences of three main categories of the student body at CMU: Undergraduates, Masters, and Ph.D. Each group has distinctive characters, motivations, behaviors, and values. The challenge is to integrate the diverse needs of three student bodies at CMU in a holistic product ecosystem that provides solutions at the intersection of these three target user groups.
Interviews Questions
We conducted 7 interviews covering Undergraduate, Master's, and PhDs who were about to graduate and in the process of moving, including one expert interview with a Ph.D. student at CMU studying circulation. We also shadowed one undergraduate student who was packing and leaving CMU. During the interview, we aimed to understand the pattern of their behavior, motivation, and attitudes about shopping and selling secondhand with a focus on user experience.
We conducted 7 interviews covering Undergraduate, Master's, and PhDs who were about to graduate and in the process of moving, including one expert interview with a Ph.D. student at CMU studying circulation. We also shadowed one undergraduate student who was packing and leaving CMU. During the interview, we aimed to understand the pattern of their behavior, motivation, and attitudes about shopping and selling secondhand with a focus on user experience.
Design Opportunities
We further defined the challenges such as concerns over cleanliness and attractiveness of items are significant. Our goal is to craft a service experience that spans both digital and physical spaces, utilizing this project as a platform to address questions of ecological sustainability in the academic context. We identified a design opportunity to create a product ecosystem that not only promotes sustainable living in an academic environment but also helps student’s academic achievement, encouraging a shift towards more positive perceptions of reusing items.
Initiation Implications
Our initial round of design implications focused on improving efficiency and removing roadblocks from secondhand shopping experiences at the CMU community.
Early Concepts
We devised four design concepts and conducted concept evaluation and critiques through speed-dating interviews to understand the depth of our design concepts.
We devised four design concepts and conducted concept evaluation and critiques through speed-dating interviews to understand the depth of our design concepts.
Further Implications
Through the evaluation process, we learned that positive interactions, stories, and uniqueness are motivators for secondhand shopping. We can improve convenience, but there is often a more convenient way to shop. We then pivoted to make the secondhand experience fun and interesting on campus.
Through the evaluation process, we learned that positive interactions, stories, and uniqueness are motivators for secondhand shopping. We can improve convenience, but there is often a more convenient way to shop. We then pivoted to make the secondhand experience fun and interesting on campus.
Initial Design Principles
Final Design Principles
Branding Principles
Product Ecosystem
Internal Login
Looped in with personalized Recommendations
Buy, sell, or store at your fingertips
Full-service market place
Approved by limited edition stickers
Friendly, Flexible, and Accessible Storage