Rishabh Varshney
 

Cryptogigs.co

I made this late 2017 to learn about user behaviour and to validate a market in regards to the cryptocurrency space.

I learned a lot about how to drive people onto a platform such as this, playing on FOMO, optimizing for SEO and to see the pitfalls in this space in regards to the user experience.

Initially this was a way for me to learn Firebase and VueJS but it turned into a pretty good research project via analytics, a/b tests and more.

Also someone posted it on reddit and got a few thousand views, which is always nice. I never intended this to be a business but more so as a way to validate user behaviour for future endevors.

 
"Gig" view – optimized for the viewing experience and everything is mobile optimized as well. Fun fact, replacing the traditional share icons with text which explicitly stated the share destinations increased shares by 100%.
Profile view – optimized for quick access to external links and big post images. Take a look: https://cryptogigs.co/profile/rishabh
 

 

Personal Assistant

Been thinking more about voice assistants and seeing how to merge in feeds and voice ux together.

This is an early test in prep for some AR work I want to explore.

Anything urgent is marked with a 🔥 emoji and in my head you can just say "show me anything urgent or on fire", it's also coloured pink.

Any event low priority and recurring is marked with a ⏬ emoji and green background.

For this project each day is segmented by a new card showing the weather for that day and will eventually become a sticky header to keep the information clean and easy to consume.

In voice I believe saying "show me what's next" could trigger a horizontally scrolling list of events taking up most of the screen with all the details and quick replies.

I chose to split the ui into 2 columns instead of full width cards, I initially tried it but felt they were too overwhelming and you couldn't really see more than 1 event at a time.

So far I've only tested this with 2 users in a cafe and this prototype seemed to have worked well.

I'm hoping to release this as a free ui kit some time early 2018.

Feedback appreciated!

 

Voice-powered personal assistant

Preview of the concept
Quick prototype to validate the idea
 

 

Bunz Token / Cryptocurrency Exploration

Before leaving the Artifact Labs team I explored a bunch of different ways for a digital token to be used within the Bunz app's ecosystem and what impact it may have on the users.

This was done alongside making exploration and discovery easier for the end user.

 
Bunz coin + wallet exploration
Cryptocurrency + marketplace opportunity exploration (learning: super hard to explain to end user...)
Exploration of a scheduling feature within the product
An early exploration on offers on items
New create post flow – focused on simplifying the create experience while still giving the application room to grow
Collection view for discovering top content for the day
 

 

Marketplace Payments Flow

For the Bunz app I built prototypes for quick payments within chat and the platform itself.

 
Basic interaction within chats
Payment flow
 

 

Bunz is The City Network

Bunz is a barter platform that has expanded beyond barter to a platform for your city including jobs, homes, help and more!

 
Bunz is the successor to Shufl
Bunz V3.0 Design Language and Screens

In 2015 Artifact Labs Inc. launched Shufl, a local buy/sell/trade iOS and Web app which allowed users to buy, sell or trade for goods and services in a hyper-localized manner. The project was somewhat of a failure until adopting the Bunz brand and community in Toronto, ON. Bunz launched officially on the iOS App Store and on Bunz.com in January 2016, Google Play Store in February 2016.

Bunz V3.0 home feed ui and ux - adopting a grid system for the home screen to show more content to the users based on their likes, ISO (in search of) and more.
Navigating the product is done via gestures. User tests within the target Bunz demographics tested really well to this ux. Further testing and development needs to be done on this before being pushed to production.
The post view remains largely unchanged from Bunz 2.x but there are improvements made to both the item details, owner of the product and the general layout to focus more on the item rather than the individual or comments.

To make finding content easier on the platform I found a way to introduce a map-view feature into the product without changing the 3.0 home feed ux. Consistency across the various Bunz feeds is key to maintaining a great user experience.

Bunz buy/sell, this is a prototype, nothing more of a possible buy/sell integration. There are definitely more unique ways of creating a localized e-commerce platform outside of this prototype.
Feed filters are more visible in the 3.0 product than in any previous versions. The distance slider comes in handy to the power users and the sorting mechanism is there to entice users into finding what they like apart from the algorithm-driven home feed.

Decisions to V3

Bunz launched in January 2016 after being reshuffled (pun intended) from Shufl to focus on the growing community and after observing what Bunz members were doing on a Facebook group from where it started out of a need: For Emily (the founder of Bunz on Facebook) traded a record for pasta sauce.

V1.x Requirements:

  • Needed to be invite only to start off with — this was to keep the sense of community, not allow “randos” from accessing the app, and to keep it local
  • Reuse as much of the Shufl app as possible, while solving the problems we encountered with the:
    • Offer flow
    • Confusing to use inbox
    • Fix the bugginess of the app by building our own backend and not relying on the now-shut-down Parse ecosystem
    • Reinforce the brand in the product as much as possible by keeping it “jank” — local term for shitty but good
  • Goal: convert 100% of the users from the Facebook group (~6000 members when we started building the app) to the app (~500 members)

Bunz invite-only signup flow. To get into the app you needed an invite code such as 666 666, since the community was very anti-corporate (still is) and the Bunz team wanted to keep the quirkiness of the Facebook group, we decided to "troll" as much as possible in the early days. You know what, it worked pretty well, kept "randos" out and our brand evolved with the community over time.

Home screen was changed from the deck of cards from Shufl into a feed of posts similar to Facebook (familiar to the users we were targeting). This was done to showcase 3 post types: Text (social) posts, ISO (in search of, which the brand has become famous for) and Item posts (actual goods to be traded).

At this time we removed all mention or usage of “cash” on the platform as the core rule of Bunz was “No cash in the zone”. Note: the green colour here was changed to orange shortly after this mockup was created

This was largely unchanged from the Shufl app, just the colour changed to orange after user feedback was collected from ~20 users. At this time we also removed the “Compose Offer” flow — this was replaced by directly going to chat with the user, the reason: a lot of users were trading items for Beer, Wine or Weed, which they did not want to post on the app as it took too long to do so, it was far easier to just message the user.

Bunz 1.2 search screen.

Since now we had a larger number of users and items, a dedicated search screen was needed to better allow users to find content. In the end we opted for a categorical approach based on user feedback. The #categories are based on the top 24 tags used on posts, categorized alphabetically.

There were now 3 post types on the platform: Text (social) posts, ISOs and Item posts, to accommodate them I proposed that whenever the user hit the create post button they would be presented with 3 options, one for each post type. Afterwards the flow could change to accommodate the post type the user selected.

After getting a lot of negative feedback on the Shufl inbox which has the Pending/Accepted/Rejected inbox, we simplified this area in Bunz to just have Chats and Notifications. Reviews were handed within the chat itself, removed the meet up management for the time being as only 1-2 users found that feature useful. Instead of creating and maintaining bloat on the app we chose to remove it as a team. While this made things easier in the short run for the users, people who were trading items-for-items found this inbox to be less helpful. The trade off between accessibility for most people vs. hardcore users is something we still have today on Bunz V2.

Profiles got revamped to include a larger profile photo — we found through our stats that ~75% of users who viewed another user’s profile pressed the avatar to see the larger picture anyways, so it made sense to just show a full-sized avatar right off the bat. This also allowed for a more “trustworthy” profile as if the profile picture was super blurry, pixelated or just a random image then the user wasn’t seen as someone to be trusted within the community based on user tests. We initially had 2 view options on the profile: Grid view and List view, but found that 99% of our active users only used the grid view and thus ended up removing this for V2.


Getting to this state for V1 of Bunz took around 5 months — we started building and collecting feedback between October 2015 - December 2015. On January 12, 2016 we launched the first iteration of Bunz, which was primarily re-skinned Shufl. Building search, better create flow, reviews and profiles got us to ~6,000 users by June 2016.

At this time we took a step back and looked at getting Bunz up and running in new cities via product improvements such as: being able to choose your city on your profile, adding in the explore cities option on the search screen and whenever a user created a post, using the Google Places API we assigned the post to the correct city via the place_id property from the Google Places API. 


Between July 2016 - December 2016 the team went into making improvements to the product. During this time we also experimented with a chat bot which could recommend you content based on a very basic algorithm; I also tinkered with Bunz Experiences which was a way for the already creative Bunz community to supplement their incomes by hosting classes based on their skill sets, ie: painting classes, skateboarding, cooking, etc.

  • Our goal also changed from getting 10,000 members in Toronto, to aiming for 100,000 users worldwide based on a number of Bunz-branded Facebook groups popping up (~300 in total at the moment spanning 200+ cities)

In late June 2016 we launched Bunz 1.6 on to the Apple App Store and Google Play Store with the following:

  • Distance slider — be able to view posts within your specified radius
  • Explore cities on the search page
  • Location-mandatory posts
  • Profile design change
  • Better stat collection via Amplitude
  • Email signup on the app, previous to this Bunz was primarily Facebook connect only

Distance slider + explore cities.

We created a major marketing campaign for the distance slider. At this point the team also grew from 5 to 10 — we were now on Android since February 2016, had a small marketing/growth team, and a dev team with: 1 backend developer, 1 iOS, 1 Android, 1 QA and I did the web app and also all of the design work across iOS, Android and Web and helped marketing when time permitted for any asset requests.

During user testing we found a lot of users would get to the create post screen with the 3 post types and they would have to think twice about what post type to pick for their post even if it was obvious; We made the create post funnel our funnel to optimize for as a business goal as once a user created a post and got an offer on it they were retained on the platform for a minimum of 30 days if not for life.

Our WAU grew to ~15% and MAU grew to ~8% during the summer of 2016.

Before the create post ux change.

After the create post ux change.

We tracked the new post flow on our Android app. Here are the stats from 2 weeks before the change (left) and 2 weeks after the change (right). There was 3% increase in the number of posts created and the number of users who did not abandon the create post flow for this change to be a success.

Number of posts created in a 2 week period: 8,247 before the change, 8,476 after the change.

 Search also retained users — if the user found a specific item they were looking for then that user was 100% likely to come back at Day 7 and about 64% likely to come back to Bunz between Day 7 and Day 30. The downside with optimizing for search is that without content (especially in new cities) the app becomes nearly useless.  The create post funnel was the best way to retain users and also grow the Bunz platform in new cities.

Search also retained users — if the user found a specific item they were looking for then that user was 100% likely to come back at Day 7 and about 64% likely to come back to Bunz between Day 7 and Day 30. The downside with optimizing for search is that without content (especially in new cities) the app becomes nearly useless.

The create post funnel was the best way to retain users and also grow the Bunz platform in new cities.


Goals & Some Wins:

  • Get 100,00 users ✅ - accomplished December 2016
  • Grow outside of Toronto if at all possible ✅ - explore cities and location-based services were useful enough that the app is now being used in 10 major Canadian cities with each community in a city being between 1,000 members to 20,000 — the higher end numbers being in Montreal, Calgary, Hamilton and Halifax
    • Facebook groups are still growing, but growing in niches that are not trading, ie: Bunz Home Zone, Bunz Dating Zone, Bunz Job Zone — each have between 10,000 - 65,000 members
    • There are around 300 Bunz-branded Facebook groups totalling more than 300,000 users (there is overlap between groups so we estimate around 150,000 unique users)
  • Listen to customer feedback and keep iterating on the platform to keep existing users happy and also to accommodate new users 🤔
    • At some point in time around October/November 2016 our CEO felt that trading alone could not be monetized without a heavy use of ads — so after convincing the team to try another approach we ended up deciding on the “City Network” concept

Challenges:

  • Users trading a lot of weed, alcohol on the platform, we ended up building our own internal analytics and monitoring platform called Orion which would
    • Automatically flag posts with a list of banned words such as Weed, 420
    • Let us manually remove posts and ban users
    • View basic analytics on the platform (Signups, Trades Completed, Posts Created, and more)
  • There were some articles around sex trades floating around local media which got us a lot of growth but hurt retention in the long run
  • Core community felt alienated after a lot of unfamiliar users started joining
  • New users felt alienated because of the “troll” brand
  • Influx of older demographics between 35-55 started growing on the platform, which coincidentally brought in buying/selling because the older demographics thought this was the new “hip” Kijiji (local classifieds)

Bunz V2.0: The City Network

Mission: The City Network gives you access to Items, Homes, Jobs and Help in your city.

Why City Network?:

  • With The City Network users have access to their local community offering:
    • Items to Trade (mapped from the largest Bunz branded Facebook group: Bunz Trading Zone)
    • Jobs to Do (mapped from the second largest Bunz branded Facebook group: Bunz Employment Zone)
    • Homes for Rent (mapped from the third largest Bunz branded Facebook group: Bunz Home Zone)
    • Help when Needed (mapped from the fourth largest Bunz branded Facebook group: Bunz Helping Zone)
  • The focus is on what we call internally “Core Utilities” — everything you need in a city to live
  • This also allows at least 2 other avenues to monetize via Employers/Realtors, listing fees (in theory) and B-to-B analytics via Orion
  • The team foolishly felt this would be a good way to expand into new cities where trading might not be the best selling point

Left: Bunz Facebook Groups, there’s a lot of them. Right: The master list of Bunz Facebook Groups (that we know of) — updated every 4 months. The Bunz marketing team is admins in a majority of these groups as they've acted as growth levers.


V2.x Initial Requirements:

  • With The City Network users have access to their local community offering:
    • Items to Trade (mapped from the largest Bunz branded Facebook group: Bunz Trading Zone)
    • Jobs to Do (mapped from the second largest Bunz branded Facebook group: Bunz Employment Zone)
    • Homes for Rent (mapped from the third largest Bunz branded Facebook group: Bunz Home Zone)
    • Help when Needed (mapped from the fourth largest Bunz branded Facebook group: Bunz Helping Zone)
  • The focus is on what we call internally “Core Utilities” — everything you need in a city to live
  • This also allows at least 2 other avenues to monetize via Employers/Realtors, listing fees (in theory) and B-to-B analytics via Orion
  • Launch before end of January 2017 to keep investors happy and interested

On the home page of the app I decided to use tabs to show the 4 separate sections. Initially we ran out of time to create the tabs we have now (next page) but we did what we could: Had a basic static onboarding flow that explained the concept to all users (new and existing). The user on signup needed to choose their city to continue. Home page had tabs, when you switched to a new “zone” and tried to create a post the posting flow will vary on the specialized zones (Home Zone, Trading Zone — the largest Bunz groups on Facebook). Rebranded Bunz from the “trolls” to a more “friendly”, emoji-focused brand — it tested well in focus groups.

In March 2017 I opted to simplify the Home screen to show larger tabs right on the top and since our core business funnel was to get users to create post it was decided internally to show large tooltips on top of the create post button. There was also pressure from investor(s) to focus on “social” posts since those were the stories that the media was picking up. To accommodate this we collectively decided to put the “talk” feed first — suffice it to say the social play didn’t work, the amount of backlash from the community we received was insane. It also affected retention for the first 3 months in production. New features coming down the pipeline were show to all users via the tips section which linked to our blog for some of the zones: http://blog.bunz.com/ — this was surprisingly well received by the Bunz community.

The post view now needed to accommodate at least 4 types of posts — one for trades, one for homes, one for jobs and one for generic “discussion” posts which are on the Talk and Helping zone.

While the create post ux is similar to Bunz V1, based on user-feedback and group discussion we decided to specialize the trades and homes posting flow.

Similar to the trade create flow but with added parameters. The user needs to specify what type of home post it is — Room for rent, Apartment or Full Home. Through research we found most Bunz members are offering/looking for sublets averaging around $800/month in rent. There are high end properties as well which appeal to the “young professional” but mostly the target is cheaper rentals.

Since the focus became more on the “social” side of things, the following feed was introduced alongside being able to follow users on the platform. Following users isn’t used as heavily as we suspected, only around 2% of our active user base uses it on a monthly basis.

We added the ability to add ISOs to your profile — this data is super important as we can use this data for ads, partnerships and also showing more relevant content to users based on their searches, items added to their profile and likes.

The stats are very telling — there are nearly 100x more trade posts per day in Toronto alone than there are Home Zone posts, Job Zone, Talk or Helping posts in Toronto for the same period. 

Using these stats, I can see that the direction of the product should just be focused on going back to the basics: a barter platform.


A lot of the product decisions are made by myself based on the team’s feedback and user feedback. The current “social” play did not work for us — there is a huge drop in retention, sure the number of posts created are up by a small margin but those posts are mostly users complaining. At the end of the day users just want a simple way to trade because they are in a lifestyle where they cannot afford to live in a city or buy new shiny things, at least not the demographics that makes up Bunz now and the demographics we are targeting: Mostly female working in the service or administrative industry, making $40,000 - $50,000 CAD / year and paying around $1,000+ rent/month while going out a lot during the week to enjoy life while still paying off their $40,000 student loans.

For the most part I design the products based on inputs, make choices I think are best for the product based on feedback and acting more like a traffic controller for the 30, 90 and 6 month roadmaps before getting down into the design end of things.

The current roadmap accommodates the following:

  • Redesigning the home feed to show more content — the focus is now on “Finding” content rather than Searching or Social content
  • More gesture based navigation around the app — the bottom bar works for a lot of companies, for Bunz I feel we can move away from it (pending further user testing)
  • Current state: Improve signup flow -- we have taken steps to simplify the signup flow into smaller steps rather than showing all the content needed to create an account -- we've seen an increase of 30% completion in the signup flow (~65% before the change, ~95% after).
  • Future state: Remove the signup flow until the user understands the value of the product — we see that 20% of potential new users drop off during the signup flow (a/b testing in the short term)
  • Focus back on trade: calendar integration to accommodate meet ups and trades
  • Handle non-trade zones better within the app ie: show content from all zones on the home page, let the user switch zones later

This is where the iteration to V3.0 comes in.

 

 

Experiences by Bunz

This is an hypothetical product by Artifact Labs Inc. that was tested with users in 2016 and 2017 to gauge the interest in the Bunz community to see if a viable business opportunity presented itself by allowing users to share and make money from sharing their skillsets or improving what they're already good at.

A lot of learnings from the motion and ux here went into building the roadmap and prototypes for Bunz V3.0.

A way to earn money by doing what you love.
Experiences prototype design spec. Done entirely in Sketch and Flinto.

Experiences Design Language and Screens

Experiences started off after observing the thriving Bunz community in Toronto. Seeing a lot of artists, musicians and creatives using the Bunz platform we decided to prototype and test a product internally with the team and a few Bunz members.

The initial prototype proved to be a success within the Toronto community, there were a few hiccups such as many users not having credit cards but that could be resolved with crypto currencies and payments within the product. To scale and break even with the burn rate of the company would take approximate 3000 bookings at $20 per month, which is doable but requires massive scale in many cities.

Gesture-based navigation. Here are the major interactions I've created for this product.
Booking Flow
Super-simple and to the point: a giant button stuck to the bottom of the experience view screen. Pressing it brings up options to book the event on a date, time and allows users to increment or decrement the number of people attending.
Experience View
Splitting the content up into tabs so it's not too overwhelming for the user. This ux also lays out information in a more concise manner than putting everything into one screen vertically.
+ New Experience
Creating a new experience is a swipe or tap away. I do know this overall create experience could be made better but since this project is on hold for the time being no other work and research has gone into it.
Chat to Profile
A simple interaction to take the current user to a chat and then to the chat recipient's profile. There are subtle animations hinting at where the application is taking you in relational space and how to get back.
My Profile View
Since your avatar is right on the home screen, a simple tap to that will bring you to your own profile. Content on your profile elegantly slides into view; Focus is on just one call to action.
Swipe Chat
Simply swipe right from the home screen to get to your chats, tap to enter a chat and then swipe left to exit when you're done. This should feel like a tool you're already familiar with.
 

 

Shufl

The predecessor to Bunz, Shufl was a buy/sell/trade application which launched in the summer of 2015. It grew to a small user base in Toronto and got Artifact Labs Inc. a seed round to continue building great products with a great team.

Initial Requirements:

  • Show users local content sorted by relevance based on an algorithm which sorted a deck of products by recency, proximity and the user’s interest in the item
  • “Match” products on trade posts - ie: if I liked another user’s Watch and that user liked my Bicycle we would have a match
  • Increase value of your offer by adding cash to your trade transaction
  • Meetup management ie: End-to-end experience - can we ensure safety of the users via location services and also let both parties arrange a date/time to meet up
  • Simple profiles which focus on the goods users are offering for sale or trade
  • A user should be able to accept or decline any offers which are in their inbox

Onboarding was complicated — there was much to explain in terms of how it worked, what to expect and how to send an offer. There was a lot of time spent writing the “perfect” app store copy, working on a pre-signup landing page which explained the value propositions of the product and why to use this over some other brands.

Shufl home screen. There used to be a deck of cards much like Tinder that a user could swipe left or right on,

After a month in market we removed the deck of cards on the home screen as we found if users didn’t get a match or find something they were interested in after 3 swipes then they would stop using the app completely. We then switched to a horizontal list of product cards which worked a lot better for the time and we did not see as much churn as a deck of cards where you couldn’t see what card might be next.

Post view was probably the easiest flow to design within the app. All it needed to be was a way to consume content about one post — view basic information such as the image, item title, description, price, if it was available for trade or just buy only. Be able to view comments, add a comment, see likes on the post and finally make an offer. Since this was a conversion metric for us to increase sales I chose to add a large green “Make an Offer” button on the bottom of the screen which persisted across the 3 tabs in the post view.

Offer flow.

If you could offer an item and also cash on something you wanted but didn’t want to outright buy, would that be enough of a reason to use this app? The value of the seller’s item and the value of your offer as a buyer was left up to each respective party to judge independently. The app just pre-filled the cash input box with the value of the seller’s ask for that item, if it was a trade item without a price attached then the value would be $0.

Upload item flow.

The requirements for this flow were fair enough: Add a title, description, condition of item, price and a user had to choose an option: if the item they were uploading was for sale (Cash Only) or for trade (Accepts Trades). There was an optional checkbox on Cash Only posts which was “Cash Firm” where the make offer flow would not pick up items from your profile. #hashtags were accepted in the description text area.

I will admit, the inbox with 4 separate sections sounded good in theory but failed miserably in practice. Each user we tested this on (about 20 people in total) got so lost within the “Offers” inbox alone that they stopped using the app. The 4 sections were as follows: A pending offers inbox, an accepted offers inbox, a rejected offers inbox and a sent outbox which had 3 sections inside it: offers, accepted and rejected.

To further distinguish the Shufl product from competitors such as Kijiji (local classifieds), eBay and Craigslist we tried to implement a location-aware meet up management system. Either party in the transaction could set a date, time and location to meet up and once the other party accepted we would track a user’s location allowing reviews to be made after both parties were in the geofenced area.

The focus was on the items on a user’s profile but we also tried to make the profiles a bit “social” by including bios, being able to share your Shufl profile on 3rd party apps such as Facebook or Instagram. We hoped that the social shares would help the Shufl platform grow, but if anything it wasn’t worth the development time to the tradeoff of less than 100 shares while Shufl was still active.


Goals:

  • Get user feedback from private beta to improve product: November 2014 - June 2015
  • Get 500 signups within the first 3 months of the app being launched to the public (July 15, 2015)
  • No success criteria for offers made or transactions completed: Any offers/transactions done on the platform were a success to us at the time
  • Allow the app to be used in any location worldwide — heavily reliant on a user’s device location
  • Start collecting user data to feed a work-in-progress algorithm — this data was based on user’s likes on the app, likes pulled from Facebook and the types of posts a user uploaded
  • Build a view-only web app which would showcase all the items from the product

Challenges:

  • Our first 50 users who we were testing the app with were our friends; Anything we did they automatically liked and gave bias feedback
  • We didn’t know what to expect in the first few months of release for our in-app funnels (transactions completed, posts created) so we heavily relied on our instincts
  • All of our data was stored on a free version of Mixpanel which would lock us out pretty fast from the data we were collecting
  • Image uploads and processing was really slow, at this time we were using “Parse” a product that we built our backend on
  • Team size was small so we had to do multiple things all at once, while working part-time
    • Team size was small: 1 iOS Developer, 1 Design/Web Dev (Me), 1 Marketing/Growth, 1 on Finance (CEO), 1 on Legals (COO)
  • Search functionality was very limited, and the amount of items on the platform was less than 200
  • Algorithm didn’t work at all…

Problems Encountered:

  • Since the algorithm didn’t work as we had hoped, the content on the app became stale very quickly
  • The app was very buggy — the iOS developer built the backend on Parse and the data flowing between the backend and the frontend was too large at times to process (image sizes were massive, data was slow to respond).
  • Offer flow from making an offer to accepting/rejecting was too convoluted for a lot of our users — why would you offer your item for trade when you could just sell it outright?
  • Meet-up and the deck of cards to recommend you products wasn’t interesting enough for most users (saw a steep decline in active users after they had signed up)
  • No sense of brand or reinforcement of the vision
  • No retention emails, ability to target our users based on their interests, demographic data or any other means — we were only able to send an email to every user on the platform (around 340 users)
  • Marketing our message was a clear challenge — there was no way we could put it into a single sentence, it wasn’t unique enough to warrant huge marketing campaigns

Some Wins:

  • Able to prove that we could build a product with a small team
  • 2 people in San Francisco used the product after hearing about it on Dribbble
  • Media in Japan picked it up (where the app wasn’t even available), some media in Quebec printed an article about Shufl in the local newspaper: https://twitter.com/thomasjkerjean/status/655363599335071745 
  • Raised $1MM seed round from a local investor with the condition of getting 10,000 users on the app within a 6 month period (between October 2015 - April 2016)
  • Found a line that resonated with a fair amount of people: “The heart of the city”
  • Had 500 people finally sign up after 4 months in market
 

 

Shoebox App

Rediscover your best moments daily.

Shoebox V1 home screen -- a fixed grid of images.

Shoebox V1 signup ux.

Shoebox V1 nav drawer.

Shoebox V1 story view.

 Shoebox V1 earn free space referral modal.

Shoebox V1 earn free space referral modal.


Shoebox V2 home feed ux. Through data the Shoebox team found that most users share single images so optimizing for that would be a benefit for their business goals.
 

 

Various Projects

Some work which either never went live, or if it did it failed fast.

An AI-powered assistant for your life.

Minimal note-taking ui for a mac app.

A bank bot to help you manage your finances.

Helping you find your next home.

A dashboard for marketing campaigns.

Catch: an app to let you watch local videos you're actually interested in.

 Internal analytics platform for Artifact Labs.

Internal analytics platform for Artifact Labs.

 Video dating app concept for Artifact Labs.

Video dating app concept for Artifact Labs.

 Stories (Chapters) concept for Artifact Labs.

Stories (Chapters) concept for Artifact Labs.