Quero Mobile App

EYOWO

Peer-to-peer marketplace app that lets users rent anything | Won 1st Place in a 24-hour Hackathon


Rapid Prototyping

UX/UI Design

Product Brainstorming

Problem Framing

Rapid Iteration

Design Competition

UX/UI Design

OVERVIEW

My Role

UX/UI Designer, Prototyping, Presenting

Deliverables

Ideation, Wireframes, Protoypes

Tools

Overview

Quero is a mobile app concept designed during a 24-hour hackathon that enables people to rent everyday items from others in their local community- from household tools to spare items sitting unused in garages.


The project explored how peer-to-peer renting could reduce unnecessary purchases, lower costs, and make better use of existing resources. My focus was on rapid product definition, flow clarity, and trust-aware UX decisions, delivering a coherent end-to-end concept within a highly constrained timeframe.

Problem

Many people own items they use only once or twice like tools, appliances, event supplies - yet still purchase them due to a lack of convenient alternatives.


At the same time, renting these items is often:

  • Fragmented across platforms

  • Limited to formal rental stores

  • Inconvenient for short-term, local needs


This leads to unnecessary spending, clutter, and wasted resources.


Core problem:
There is no simple, trusted way for people to rent everyday items from others nearby.

Constraints

Designing under extreme time and resource limits


This project was completed within a single-day hackathon, introducing strict constraints:

  • One design sprint from idea to prototype

  • Limited screens and visual assets

  • No time for longitudinal research

  • Parallel collaboration across the team


These constraints required fast alignment, ruthless prioritisation, and clear decision-making.


Design Challenge


How might we enable people to rent everyday items from others nearby in a way that feels easy, safe, and worth the effort?

Design Process

I began by quickly defining:

  • Target users (item owners and renters)

  • Core actions (browse, list, request)

  • The smallest viable experience to demonstrate value


Rather than exploring many divergent concepts, I aligned early on a single clear direction to maximise execution quality.

WhiteBoard Brainstorming & Brain Dump:

Designing Brand & Logo:

Rapid Wireframes and User Flows (made in 2 hours):

Solution

The final concept presents a simple marketplace where users can:


  • Browse items available nearby

  • List unused items for rent

  • Request short-term rentals with minimal friction


The experience prioritises speed, clarity, and locality, making renting feel practical rather than complicated.


Final prototype screens:

Visit Site

View Figma Prototype

Validation & Outcomes

Despite the limited timeframe, we sought early validation during the hackathon by speaking directly with potential users. The people we reached out to immediately recognised the problem and expressed strong interest in both renting items and listing underused items they already owned, reinforcing the relevance of the concept.


In addition to this qualitative feedback, the project received external validation during the hackathon itself. Within only a few hours of focused design and prototyping, Quero was:

  • Awarded First Place overall

  • Commended for Best Design


These outcomes signalled that both the problem framing and the design execution resonated strongly with judges and peers, despite the intentionally small scope and compressed timeline.


While this validation was early and informal, it provided strong confidence that the concept and experience direction were worth pursuing further.

Photo taken during presentation night:

Learnings & Next Steps

Designing Quero within a 24-hour hackathon challenged me to prioritise clarity, speed, and collaboration over perfection. Working under extreme time constraints pushed me to make fast, intentional design decisions, and focus on communicating the core value of the product as clearly as possible.

Second Hackathon Win! 🏆

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