Mod Vault: An E-commerce Gaming Product App

  • The Goal

    To create an e-commerce app that will allow users to buy and sell used gaming equipment easily, which will affect budget-conscious gamers by giving them lower cost options, as well as giving them a seamless way to sell their existing equipment to upgrade their setup with ease.

  • The Process

    I began with secondary research and a user survey to better understand the user problem, which subsequently informed the creation of user personas and problem statements. From there, I defined the goal and moved into ideation through storyboarding, site mapping, and wireframing. I developed low-fidelity prototypes in Figma and conducted usability testing to gather insights. These findings helped to shape the high-fidelity prototype, which was further refined after a second round of testing before arriving at the final version of the app.

  • The Solution

    To address the needs of budget-conscious gamers who prefer to shop online, I designed an app that allows users to seamlessly buy and sell both new and used gaming products. The platform helps users save money, upgrade their setups conveniently, and avoid the hassle of in-person shopping or unreliable secondhand marketplaces.

Mobile phone displaying an online store app called Mod Vault with a keyboard image, a pink 'Learn More' button, and deals on computer accessories.

Empathize

Secondary Research

Survey Demographics

The initial survey was conducted through Google Forms. Participants were contacted through social media, gaming Discord channels, and through the Google UX Course. Our target participants were gamers of all genders in any location, between the ages of 13 and 35.

Survey Findings

Do you prefer to buy gaming equipment online, or in person? Why?

53% of survey participants prefer to buy gaming equipment online, for the following reasons:

  • convenience

  • larger selection

  • customer reviews

  • less pressure

For the remaining participants who preferred to purchase at a physical brick and mortar store, these were their reasons:

  • legitimacy

  • assess quality of product in person

  • can get the product instantly

  • buy used to save money/ have to pick up the product in person

Where do you like to get your gaming equipment currently? Is there a specific company or companies you buy from?

  • 40% said Best Buy

  • 20% said Logitech

  • 20% said Razer

  • 13% said Wooting

  • 13% said Amazon

What challenges do you face when buying gaming equipment?

  • 33% said price + budgetary constraints

  • 13% said no ability to try the product before buying

  • 13% said over-sponsored reviews

  • 13% said not enough color options to customize each product or complained about the aesthetics

  • less than 6% said gaming mice for left-handed people are hard to find

  • less than 6% said products selling out too quickly

  • less than 6% said lack of expertise or knowledge when comparing products

  • less than 6% said too many options

How often do you purchase new gaming equipment, such as a new console, keyboard, mouse, etc?

  1. 80% only purchase new gaming equipment once a year

  2. 13% purchase gaming equipment twice a year

  3. Less than 6% of survey participants purchase gaming equipment more frequently than twice a year

Survey Testimonials

“I find people can be quite rude if they know a lot about the item and you are just starting.”

Female Participant, 19 from Australia

“I live in a really rural area so finding any used equipment that isn’t over priced and/or out of my budget can be difficult,”

Male Participant, 25 from Masssachusetts

“When I look for left handed mice, I'd like to not see ambi mice, especially those with buttons on one side. They cramp my hand”

Female Participant, 32 from Deleware

Empathy Maps

A user experience map with four quadrants: Says, Thinks, Does, and Feels, surrounding a central circle labeled 'User'. The Says quadrant contains blue sticky notes with user quotes about shopping preferences. The Thinks quadrant has pink notes with thoughts on website options and customization. The Do's quadrant includes green notes about shopping for gaming equipment. The Feelings quadrant displays yellow notes expressing frustration and overwhelm with gaming options.

The creation of this aggregated empathy map based on data collected during the user surveys helped to establish the following pain points:

  1. Inability to find lower cost gaming product options

  2. Lack of customization options

  3. Frustration in not being able to try products before buying

  4. Overwhelmed by amount of options + the product knowledge required before making a purchase

Define

User Personas

Utilizing the user survey data and pain points identified in the empathy map exercise, I was able to create the following two user personas. The pain points and data are sorted into the personas primarily by age, gender, location, and socioeconomic status, due to trends that materialized in the user survey data.

Close-up of a young man with short dark hair smiling outdoors
Close-up of a young woman with light skin and brown hair smiling at the camera.

User Statements

“As a full-time sales manager and parent who plays video games in my down time, I want to be able to sell my old gaming equipment online before buying new gaming equipment, so that I can save money while still being able to upgrade to the new tech.”

— Mateo

“As a finance student and weekend gamer, I want to buy my gaming equipment online so that I can find more design and customization options, and avoid the gender discrimination and gatekeeping I often encounter when shopping in-store.”

— Chloe

Problem Statements

Creating problem statements is an incredibly important step to clearly define the specific needs, goals, and pain points of our target users. By understanding what motivates users like Mateo and Chloe, I was able to design a solution that directly addresses their challenges, ensuring a more user-centered and effective product.

Close-up of a smiling young man with short dark hair, wearing a blue scarf and gray shirt, outdoors with a blurry background.

Mateo is a budget-conscious parent of two who needs a website where he can easily sell his old gaming equipment and return new purchases. He wants to save money while upgrading to high-quality, up-to-date tech that meets his standards.

Close-up of a young woman with light brown hair, smiling, with visible teeth and a clear complexion.

Chloe is a female gamer who needs a website to purchase customizable gaming equipment because she needs more design options for her gaming setup and doesn’t like the discrimination she tends to face in an in-store environment.

Ideate

Competitive Analysis

I conducted a competitive audit to better understand the strengths and weaknesses of existing platforms where users can buy gaming products. This exercise helped identify gaps in the market that in turn informed opportunities to differentiate and improve my own design solution.

How might we?

For each problem statement, I conducted a “how might we” exercise, asking several “how might we” questions to address potential solutions for each user persona’s problem.

Prototype

User Flow

The first step in prototyping a potential solution to the established problems is to create a user journey, or user flow, to help inform next steps in the design process. I first created a list of steps each user would take to achieve their goal and solve their unique problem, before creating a visual representation as shown here.

Paper Wireframes

Hand-drawn wireframe sketches of three mobile app pages, labeled 'Homepage,' featuring search bars, navigation icons for profile, cart, and menu, and sections for sale, featured creators, deals of the day, new releases, and trade-in programs.

Paper Prototypes

Hand-drawn wireframe sketches of two Android mobile app screens with phone frame outlines. The left screen shows a grid layout with a large header image, navigation icons, and a search bar. The right screen shows a search interface with navigation icons, a search bar, and three product listings with images, star ratings, prices, and action buttons. The sketches are labeled 'Android Wireframes with Phone Frame Template' and include small Google logo in the bottom right corner.

Low Fidelity Prototype

Wireframe sketches of e-commerce mobile app, showing search bar, product listings, promotional banner, and navigation icons.

Test

Methodology

  • Unmoderated usability study

  • Location: United States, remote (participants will go through the usability study in their own homes)

  • Dates: Sessions will take place on April 10 and 11

  • Five participants will receive a link to the prototype and a brief introduction and instructions. They will record their screen as they attempt to a sell a gaming product on the app. Afterwards, they will send the video to the study conductor and will answer follow up questions regarding their experience with the app.

Participants

  • Participants will be avid, budget-conscious gamers who purchase gaming equipment online at least once every couple of months. 

  • Participants will be recruited online and given a screener survey before being asked to participate in the study

  • 4 female, 1 male aged 23-30 years old

  • 1 user of assistive technologies (keyboard, screen reader)

  • Incentive: $10 cash via Venmo or Zelle

KPIs

  • Time on task

  • Use of Navigation vs. Search

  • User Error Rates

  • System Usability Scale (SUS)

Introduction

Title: Creating an app to buy and sell gaming equipment

  • Author: Clare Yeaw, UX Designer, clareyeawbusiness@gmail.com

  • Stakeholders: App Users & Customers

  • Date: 4/9/2025

  • Project background: We’re creating an app to help people buy and sell gaming equipment, so customers have access to lower cost options and can trade in their older equipment for newer upgrades. 

Research goals: Find out if it’s simple and easy for customers to sell their gaming equipment on the app.

Research Questions

  1. How long does it take for a user to sell their gaming equipment?

  2. What can we learn about the steps the user takes to successfully sell their gaming equipment?

  3. How does the user feel about the functionality and usability of the app?

  4. What does the user feel when trying to complete this user flow?

  5. How many steps does the user take to successfully complete the user flow?

Usability Testing Research Plan

A digital board with multiple colored sticky notes organized into sections for various categories. The categories include Easy Tasks, Missing Features, Liked Features, Prototype Errors, Disliked Features, and Difficult Tasks. Each section contains notes with comments and feedback, mostly in pink, green, blue, yellow, and purple sticky notes.

Affinity Diagram

Research Patterns

Insights

1

Users need an ability to find & shop for products via the navigation menu.

2

Users need a new section for selling a gaming product, separate from the existing “Shop,” page.

3

Users need a more intuitive way to start the process of selling a gaming product.

Implement

Revised Low Fidelity Prototype

Design System

The design system was synthesized with the help of ChatGPT to determine complementary typography, Coolors.Co to develop a complementary color palette, and iconography from Google’s design system Material Design.

A style guide showing typography specifications for logo, headings, subheadings, body text, buttons, and italic text with font names and sizes.
A collection of pink and blue buttons with various labels such as 'Next', 'Add to Cart', 'Sell Now', and 'Report Issue'. The buttons are displayed in different sizes and styles, some with drop-down arrows, magnifying glasses, and an 'X' icon.
Three yellow search bars with a magnifying glass icon, filter and sort options, and result counts of 3,456, 12, and 3,456 respectively, on a white background.
A color chart with four squares labeled for a design palette. The top row shows yellow and blue squares labeled as secondary colors. The bottom row has a pink square labeled as accent or call-to-action color.
A collection of blue and white icons for various functions, including home, shopping bag, tags, shopping cart, bell, truck, magnifying glass, menu, check mark, arrow up, cross, cube, arrow left, heart, user, funnel, question mark, download, gear, upload, printer, sliders, toggle switch, information, download arrow, briefcase, chat, pen, info circle, credit card, and notification with a yellow circle showing the number 1.
Mobile app interface with navigation bar icons labeled Home, Shop, Sell, Wallet, Profile at the top. Below that, text says MOD VAULT in pink. There are icons for menu, bell, and shopping cart. A section with a dotted purple border contains three MOD VAULT entries, each with a left arrow icon, MOD VAULT text, and icons for notification or question mark and cross.
Product listing featuring EchoBlade X7 headphones priced at $103.99, with options to add to cart or sell now, displayed on a blue background.

High Fidelity Prototype

Screenshots of a mobile app displaying product details for NeuroPulse G1 Bluetooth Gaming Headphones in Rose Gold, priced at $79.99, with an interface for product confirmation and a review form.
  • Users can sell their gaming equipment through a dedicated button in the navigation bar, or through the navigation menu.

  • From there, they can search for their specific product and indicate the year they purchased it, the quality of the product, and their location to help determine the amount they will be reimbursed.

  • Once this information is confirmed, users will be see a congratulatory confirmation screen with the amount of money that will be added to their account wallet after the product is received.

Selling a Product

Screenshots of a mobile app called MOD VAULT showing options to select shipment method and schedule a pickup, with forms for entering address, pickup date, window, and instructions.
  • Once users have confirmed the sale of their gaming product, they can select between shipping or pickup.

  • They can search for nearby shipping centers before selecting shipping or pickup to help them make that determination.

  • If scheduling a pickup, they can select an available calendar date and pickup window based on their address. There is also a box to input delivery instructions in case their address is difficult to find.

Select a Shipment Method

Two smartphone screens displaying an online shopping app, Mod Vault, with headphones on the left and a checkout process on the right.
  • Under the product page, there is an option to Buy New, which is the default option. This price is centered underneath the product image and the button to add the new product to the user’s cart is on the bottom of the screen.

  • However, there are also options to Buy Used, separated out by cost and subsequent quality level. This is incredibly helpful for users who may want a slight discount, but still want a “Like New,” product, or for users who want the cheapest option and don’t mind if the quality is only “Fair.” I also included the quantity of each available in case users are looking to buy multiple.

Buy Used Gaming Products

Screenshots of a mobile app named 'Mod Vault' showing gaming gear and customizable products, with navigation icons at the bottom and a search bar at the top.
  • There is a blog page that users can access through the navigation menu, with featured articles from Mod Vault staff and gear guides to help make unbiased product recommendations to users. This can help bridge any product knowledge gaps for all users.

  • Under the navigation menu and within the Shop tab, users can shop by New Releases, Sale & Clearance, Best Reviews, and Customizable Products. These more personalized shop categories will help users fulfill their specific needs, whether it be budget constraints, prioritizing highly rated products, or aesthetic reasons such as customization.

Blog & Product Recommendations

Another usability study was conducted for the high fidelity prototype, with the same research goals and questions. Here’s how the results stack up compared to the previous usability study.

High Fidelity Prototype Testing

Users can now sell gaming products with ease.

In the first usability study, most users could not figure out how to sell a used gaming product (80%). With the high fidelity prototype, all users were able to complete this prompt with ease.

Users find the app easier to use.

100% of users agreed that the app was easy to use, while only 60% agreed in the previous usability study.

Users find the app easier to navigate.

100% of users strongly agreed that the app was easy to navigate. In the previous usability study, only 20% of users strongly agreed that the app was easy to navigate.

Users felt more confident using the app.

After analyzing the responses in the SUS (System Usability Scale), 100% of users agreed that they felt confident using the app versus the 80% of users who agreed in the previous usability study.

Users felt that the app was less complex.

In the previous usability study, only 40% of users strongly disagreed that the app was unnecessarily complex. Now, 100% of users strongly disagreed, showing that users feel that the app is less complex than before.

Users find the app less consistent.

When asked if there is inconsistency within the app, 66% of users disagreed, but 33% agreed. In the previous usability study, 100% of users disagreed that there was inconsistency within the app.

Next Steps

After testing the high fidelity prototype, there were no major insights or concerns, so only a few aesthetic and functionality changes were made at this stage. If Mod Vault were a real company, our next step would be to launch the app and measure our success by the following metrics:

  • Feature Usage Frequency (selling a gaming product)

  • App Reviews

  • Increased Traffic and User Retention

  • Increased Sales