VendGo is a local vendor app prototype designed to help users discover nearby shops, pop-up markets, and events while giving vendors a dedicated space to reach their community. The design process took us from research and persona development all the way through to a high-fidelity prototype, including a round of usability testing that shaped the final version. This was a school project built as a team of four.
Local markets, pop-up shops, and craft vendors are some of the most interesting parts of a city, and they're basically invisible online. Yelp and Google Maps are built for brick-and-mortar businesses with fixed addresses. If you want to find your favorite food truck or that jewelry vendor from last month's market, your best bet is a friend who already knew about them.
We wanted to change that which is how this whole app idea started for our project. The goal was to build something that actually served both sides of this community: shoppers looking for local finds and vendors trying to reach them.
Before opening Figma, we ran interviews and surveys with fellow classmates to build a real picture of how people discover local vendors and what was getting in the way. We wanted to understand the who, what, why, and how of our target audience: who was actually looking for local vendors, what they were trying to do, why current tools kept falling short, and how they go about finding local businesses today.
From those conversations, we built user personas to give our findings a face and a story. Creating specific personas helped us stay anchored to real people throughout the rest of the process rather than designing for abstract assumptions. We also mapped out recurring pain points from the research, from algorithm-buried social posts to having to check multiple platforms just to find out if a market was even open that weekend. Those pain points became the foundation for every feature decision we made going forward.
Before anyone started sketching, we ran a full brainstorming session in FigJam. We mapped out user needs, feature ideas, and pain points all at once without filtering anything yet. This session is where we landed on the core features we knew the app had to have: vendor discovery, a filter system, vendor profiles, and accessibility options like dark mode.
Having everyone contribute to the same board early on meant we were aligned on direction before splitting into individual workstreams. It made the handoff to lo-fi a lot smoother.
Nobody had a system for finding local vendors. People relied on friends, chance encounters, or checking five different apps. There was no intentional experience holding any of it together.
We didn't need to convince anyone to support small vendors. People wanted to. They just needed a path from intention to action that didn't require that much effort.
Any solution had to work for both shoppers and vendors. An app with a great discovery experience but incomplete vendor listings would fail from day one.
Once we had our feature list, each team member took ownership of a different section of the app and sketched lo-fi versions of what those flows could look like. Splitting up the features meant we could cover more ground quickly and bring different perspectives to the same problem before coming back together.
We went through two full rounds of low-fidelity wireframes. The first round was about getting ideas down and figuring out what was missing. The second incorporated feedback and refined layout and flow before we moved into high-fidelity. Each round was reviewed with real people, which led to some real structural changes before we ever touched color or type.
Deciding on the visual identity was one of the more collaborative parts of the project. We chose a muted olive green as our primary color because local markets are outdoor, organic spaces. Green communicates freshness and community without the sterile feel of a tech-forward palette. A warm terracotta accent nods to the handmade, artisan character of the vendor scene. Together they felt authentic to the kind of people and places the app was built around.
We built out a shared component library in Figma to keep everything consistent as we worked in parallel. Every button, card, icon, and input state was defined and documented before we started applying them to screens. Having that system in place made it much easier to stay aligned as a team and move faster through the high-fidelity phase without second-guessing visual decisions.
The high-fidelity prototype brought together everything we had learned across the lo-fi process, testing feedback, and branding work. Every screen was designed with a real user task in mind, and the visual polish came after the structure was solid.
Dark mode wasn't an afterthought. We scoped it into the project early and treated it as an equally important version of the experience. We adjusted contrast ratios across every screen, tested text legibility in low-light conditions, and made sure our olive green and terracotta palette translated just as well on dark backgrounds as it did on light ones. Every interactive state, icon, and text level was reviewed to make sure the dark version held up the same way the light version did.
Each participant was asked to navigate through our prototype and complete 8 tasks. We used the System Usability Scale to measure how intuitive the experience felt overall. The results pointed us toward clear areas to improve.
Tasks participants completed:
Based on user suggestions and critique, we compiled a list of changes to address in our next iteration, as well as new features to explore:
VendGo was a school project, but it gave us a chance to go through the full design process as a team. Here's what I took away from it: