Project Documentation: Solution

The adoption of a circular
economy through a mobile

This section shows the development of Lender, from the ideation
to the first version of the prototype. All of the development was based on the research mentioned in the previous section.

Go to Final Product
design mockup

The Solution


A mobile application that promotes the reduction of mass consumption by allowing people (especially students living in big cities and on a low budget) to lend, exchange, or give away objects that other people need momentarily or permanently. Thus instilling a circular economy with everyday objects.


  • That people feel safe and attracted to borrow and lend.

  • Find the best way to visualize the branding and the app to better reach the target audience.

  • To encourage people to embrace a change by the use of a mobile app.

  • Building a community based on trust, awareness and encuoragement.

  • To instill the value to share.


  • Reduce mass consumption, and subsequently
    mass production.

  • Change consumer behavior.

  • Raise awareness of the harm that mass
    consumption and production cause to the

  • Build a community based on trust, awareness and encouragement.

  • User engagement and retention.

How to reach the goals?

Offer / request functionality

By the functionality of offering and
requesting products.

Positive feedback as reward system

To motivate the user to keep sharing, borrowing,

Straight forward and friendly interface

The UX/UI is simple and straight forward when
navigating through the app and when performing

Reviews / rate functionality

To provide the feeling of relatedness, safeness,
and thus, promote the performance of the activities.

Fictional Characters

Engaging personas

Working with fictional people made me shift away from my perspectives
and open my mind to other types of circumstances in which people might
have the want or need to use the Lender mobile application. I thought of
two examples that could represent a student's life in Berlin, and their
surroundings and activities, concerns, background, etc.

persona one persona two

Design Process

Information Architecture

Information Architecture


Low fidelity wireframes

low fidelity wireframes


High fidelity wireframes

high fidelity wireframes