Gian Mendoza

UX Case Study · 2026

Pocket Trading: from match to completed trade

A fan-made companion-app concept for Pokémon TCG Pocket.

Role

Sole UX/UI designer and researcher

Timeline

January – May 2026

Context

Senior Design Project (DES 505), SFSU

Platform

Mobile (iOS-first companion app)

Tools

Figma, FigJam, Mobbin, InDesign

01 · In short

Pokémon TCG Pocket lets players trade cards, but almost no one finishes a trade. In a survey of nine players, 100% finished zero trades in 30 days. Not because they didn’t want to, but because finding the right partner (89%) and trusting a stranger (44%) pushed them off the app and into Discord and DMs. Over one semester I ran the whole UX process and designed Pocket Trading, a companion app that puts collection tracking, trusted matching, and a step-by-step cross-app guide in one place. In the final round, all four testers said it was easier than the in-game flow, and the usability rating went from 4 to 6 out of 7.

02 · The problem

Trading exists in the game, but it doesn’t work

Pokémon TCG Pocket launched in October 2024 as the casual, mobile version of the trading card game: 20-card decks, free daily packs, animated cards. It added trading between friends, but the feature is locked down and hard to use. Players called it too restrictive, and the developers publicly promised to remove the most-hated part (Trade Tokens). When the people who built the game start pulling out its own trading currency, that’s a sign the friction is real and baked into the game, not just a few players being picky.

So people who want to complete their collections can’t reliably make trades happen. The work spreads across friends, DMs, Discord, Reddit, and a few third-party apps. It’s slow, messy, and low on trust.

100%

of surveyed players (N=9) made 0 trades in 30 days

89%

say the barrier is finding the right partner

44%

leave the app mainly for trust

Competitive comparison: Live vs Pocket

research/comparison-table.png

03 · My role

Solo, start to finish

This was a solo senior capstone, so I did every part myself: background and user research, the survey, synthesis, information architecture, all the wireframes from lo-fi to hi-fi, the design-system build, and two rounds of moderated usability testing. I recruited the testers, ran the sessions, wrote up the transcripts, and fed what I learned into the next design pass. My instructor gave critique along the way, and I used it directly (more on that in Key Decisions).

04 · Research & discovery

The hard part isn’t making a trade, it’s finding the right person

I started with the big picture: the game’s history, why people collect (nostalgia, the thrill of the chase, finishing a set, community), and how Pokémon TCG Live compares to Pocket. One difference shaped the whole project: Live dropped trading for crafting, while Pocket brought trading back but made it hard to use. I then tore down the three main third-party tools (PokeHub, PokeTrade, Pocket Swap) and found three gaps they all shared. That was my opening.

Finding 1: Trading has basically stopped

Every one of the nine players I surveyed finished zero trades in the last 30 days, and two-thirds didn’t even try one. The interest is there. The follow-through isn’t.

Finding 2: People need help finding a match, not a faster trade

89% said they’d trade more if it were easier to find people with the cards they want. Only 11% wanted the trade itself to be faster. The problem happens before the trade, not during it.

Finding 3: People leave the app to feel safe

Two-thirds coordinate through friends and DMs, a third through Discord, a third through Reddit. The top reason for leaving the app was trust (44%). Players rebuild, by hand, the confidence the game never gives them.

Persona

Ryan

Collector who wants easier trading

QUICK PROFILE

Age 26

Bay Area

iPhone

Discord · Reddit

Collecting & casual battles

GOALS

Finish sets & missing cards

Find trade matches fast

Trade with trusted people

Add collection without manual entry

CHALLENGES

Hard to find right person

Trades take too long

Trust is unclear

Tracking is annoying

“I’d trade way more if I could instantly find someone with my missing cards without the constant DM back-and-forth.”

Job to be done: When missing cards, he wants the app to match him with a good trade so he can finish his collection quickly and confidently.

05 · The reframe

Going in, my hunch was that the real job was helping players find someone to trade with. The research confirmed it and sharpened it: the trade flow itself is fine. Players stall one step earlier, because they can’t find a partner they trust.

How might we help players find the right trade partner, and trust them enough to follow through, without leaving the app?

06 · Exploration

Find the pain first, then decide what to build

I mapped a seven-stage user journey (Awareness → Intent → Discovery → Engagement → Coordination → Execution → Resolution). The lowest point sat right at Discovery + Engagement, exactly where players quit for Discord. That told me where to aim.

I brainstormed features and ran an affinity map, which gave five themes, with Trading & Matching the biggest. Then I scored every idea on an Impact × Effort matrix to set the MVP. That gave a clear MVP tier (saved searches and alerts, filtering, “find people offering my wishlist cards,” guest mode, clear data controls) and pushed the bigger bets (smart recommendations, a missing-card dashboard) into a later tier to revisit.

Journey mapping

User journey map · the emotional low sits at Discovery and Engagement.

Affinity mapping

MVP matrix

Journey mapping

Journey mapping

Affinity mapping

Affinity mapping

MVP matrix

MVP matrix

Journey mapping

Journey mapping

Affinity mapping

Affinity mapping

MVP matrix

MVP matrix

07 · Key decisions

Three moves, each tied to a finding

01

Put trust signals up front

44% named trust as the blocker. Every trader now shows a trainer card (rating, level, last-active), so people vet each other in-app, not on Discord.

02

Show what a trade does for you

Round 2 testers asked “what’s in it for me?” A Trade Impact panel shows how much closer a trade gets you, plus the exact count changes (0 → 1, 32 → 31).

03

Make the hand-off obvious

Round 1 testers didn’t realize trades are completed in-game, not in the app. I rebuilt the hand-off as a guided checklist that reveals one step at a time, then cut it to two primary actions after instructor critique.

08 · The solution

One place to find a trade, trust it, and finish it

Pocket Trading uses a 5-tab layout (Home, Collection, Trade, Inbox, Profile) and a restrained design system: a clean surface, navy as the trust color for identity and structure, and one bright accent for the main action. Here’s the core flow.

Home dashboard

Opens on your trainer card (your public trust signals), a “missing cards” summary, and your active offers. You can see the app’s value before you tap anything.

Trading Hub: Discover

Answers the 89% finding directly: a scrollable list of other people’s offers. Each one shows the trader’s trust signals, the card they want, what they’re giving, and a “Make an offer” button. Search, filter, and sort sit on top.

Trade Details + Impact

A side-by-side “you get / you give” view with the exact count changes, plus the Trade Impact panel that shows what the trade does for your collection.

Trade in process

The 3-step cross-app checklist with built-in “how to” tips, the fix for the biggest usability problem in Round 1.

Design system

19 components, 22 text styles, and 357 variables on an OKLCH color scale, with Zain for display and Nunito for body.

Try the prototype

Two flows from the Figma prototype. Play them right here.

Onboarding flow

Discovery flow

09 · Outcomes

Testers called the redesign “smooth,” and rated it higher than the version before

This is a concept, not a shipped product, so the proof is usability testing across two rounds. Round 1 (3 participants, mid-fi) exposed the hidden “switch to the game” step and drove the redesign. Round 2 (4 participants, hi-fi) confirmed the fix.

4 / 4

said it was easier than the in-game flow

4 → 6

usability rating (out of 7) vs the prior prototype

4 / 4

named the core value (search + wishlist) unprompted

“Not a tutorial, more like a helper that makes it easier to find people to trade.”

Usability tester (P4)

One-word reactions: “Smooth.” “Satisfying.” The honest part: three of four named the real blocker that’s left. The app only works once enough people are using it. That’s a network problem, not a usability one.

10 · Reflection

What I’d change, and what’s next

What I’d change

Round 2 turned up three fixes I’d do first: the “trade in process” screen still looks like it’s just loading, the copy-friend-ID button doesn’t move the checklist forward, and the two heart icons (your wishlist vs the other player’s) look too much alike.

What I learned

The most useful move was seeing “nobody trades” as a broken-process problem, not a low-interest one. Once the data showed interest was high, the real target became trust and discovery, not the trade mechanic itself.

What’s next

Less design, more making it real. The trust and badge signals are already built into the design, so the honest next step is getting it into people’s hands: find a developer to build it with, or vibe-code a working version myself and see if it comes to life.