USC Iovine & Young Academy
Professional Practice Residential

Social Online Shopping

Timeline
6 weeks

Team
Elissa Martial, Peiyi Sun

Role
Contracted Product Designer & Consultant
UX Research, Product Strategy

Tools
Figma, FigJam, Social Polling

Challenge
Re-imagine the social marketplace experience, and expand from the mobile device to a more comprehensive “10ft experience”

Project Background

As part of my master’s studies at USC Iovine & Young Academy, I worked on a project for Whatnot, addressing a key design challenge.

Our solution focused on driving retention and boosting sales by creating a more interactive, enjoyable TV shopping experience that replicated IRL shopping.

By promoting user engagement and enhancing seller success, we delivered a final design that was pitched directly to the head of product.

Jump to Solution

Discern

So, what exactly is the problem?

In-depth user interviews and polling revealed that users want to watch 'real content' that is easy to follow and can play in the background to ease their sense of loneliness.

5 in depth interviews
15 poll participants
2 feedback sessions

Questions asked about:
Why & when they watch TV
TV watching habits
How they interact with their TV
What is missing and/or what can be improved about their experience

User Insights

Make TV
Semi-Social

Users seek to avoid feelings of loneliness; they play TV in the background for a sense of companionship

Low-effort
watching

People want to watch something that is easy to follow and doesn’t require mental energy

Watching
“real” content

Users seek companionship; they prefer real stories over fiction.

Synthesis

Users crave a streamlined, social TV-watching experience that seamlessly blends the joy of consuming content with the fun of hanging out with friends, replicating the shopping mall experience.

Prompt

How might we...
create an engaging and light-social shopping experience on TV that can mimic the shopping mall experience?

Ideation

We merged the strongest aspects of our best ideas, focusing on those with the most potential to address user needs, while also considering business goals of acquiring a new audience and expanding product offerings.

User Flow

Similar to Twitch’s concept of ‘raiding’ a livestream, the feedback loop in this flow incentivizes users to stay and keep watching. This is especially significant for increasing the number of viewers on other livestreams.

Mid-fidelity Mockups

Introducing

An online TV shopping experience that fosters a light social environment among friends, replicating the experience of shopping at a real-life mall in an online setting.

No need for TV remote

Or additional hardware

This design allows the user to easily access the Whatnot Universe directly from the Whatnot App.

Users will be able to join or start a party room directly from their phone. Providing an easy and seamless way to invite others to join.

Mimicking IRL shopping

With a stay at home chill vibe

Our research reveled a need for companionship and light social interaction. Entering the Whatnot Universe mimics the visceral experience of entering a brick and mortar store with friends while delivering a 'stay home and chill' vibe.

Private party chat

Text & Voice

To enhance the social experience, viewers in a watch party can chat with each other via a private party chat. Integrated with the phone's keyboard and voice feature, viewers can easily engage or stay muted.

Vote to Raid Next

And keep the party going

Keeping in mind that Whatnot sellers benefit from views and shoutouts from the seller community, we incorporated the Raid Next feature at the end of a live stream. Once the stream ends, the watch party can "raid" another stream.

Wishes for Further Development

Takeaways