Aug 5, 2025

Case Study: Designing the Collector’s Experience

Exploring how psychology, scarcity, and trust shape the buying experience for real-world collectibles.

I worked on a design challenge to create a platform where users could buy real-world assets like sneakers, toys, and collectibles. The task had two parts: a whiteboarding session to structure the problem, and a take-home design to showcase visual skills.

Whiteboarding Session

We explored the why from both angles:

  • For the business: new revenue, virality, and ecosystem engagement.

  • For the users: novelty, delight, and premium quality — a Dyson/Apple-like experience.

We defined personas (HNIs, grown collectors, families), mapped their motivations, and looked at levers for engagement: limited supply, time-bound drops, exclusive perks, and rewards for ecosystem participation. We also aligned on success metrics like purchases, sign-ups, shares, and revenue.

Whiteboard Image

Take-Home Design

The next step was rapid execution: translating strategy into a polished interface within four days. My focus was on clarity in the buying flow, strong trust signals, and highlighting scarcity/exclusivity to drive action.

Design System & Assets

To move quickly, I built a lightweight design system — color tokens, type scales, and card/grid components — ensuring consistency while iterating fast. For visual assets, I leaned on GenAI tools to generate premium 3D renders and moodboard imagery. These outputs weren’t about replacing design, but about accelerating exploration, sparking directions, and creating a cohesive, high-value aesthetic in a compressed timeline.

Reflection

This project pushed me to switch quickly between strategic thinking and execution. The biggest lesson: designing for scarcity isn’t about gimmicks, it’s about balancing psychology with trust. If I had more time, I’d validate assumptions with users and explore secondary flows like resale and community features.

Julian 2025