Gustavo Polin
B2B SaaSMarketplace

AgencyHub

A two-sided marketplace where agencies buy white-label services from vetted providers. This version of the case study walks through how I actually work: the questions I ask, the order I ask them in, and the artifacts each one produced.

UX/UI Designer
2020 - 2024
Marketplace, checkout, orders, provider tools
Five-phase design sprint process board
The spine of the project: a five-phase sprint, each phase opened by a question rather than a deliverable.

Agencies grow by saying yes — and every yes is a risk they absorb alone.

Digital agencies grow by saying yes. When a client asks for SEO and the agency only does ads, the agency either hires, refuses, or finds a white-label partner. Most choose partners, and most find them by trial and error. Every failed partnership costs money twice: the wasted spend, and the client who leaves.

AgencyHub's bet was that vetting could be a platform feature instead of a private struggle. For that to work, the product had to serve two sides with opposite needs: providers want to list fast, agencies want to trust what they find.

The entire value proposition is that agencies stop vetting vendors themselves. Every catalog and listing decision had to defend that promise, even at the cost of growth.

Payment can come from someone who isn't the buyer and never logs in. Orders, notifications, and checkout all inherit that complexity.

Marketplace, cart, orders, and provider tools had to ship together, which made a shared component system a necessity, not a preference.

Before drawing anything: does this product deserve to exist?

Every project starts with the same discipline: write the problem down until it stops being vague. If the problem statement can't name who loses money and why, the design that follows is decoration.

Problem statement and solution board
The problem statement, written before any UI: failed partnerships cost agencies twice — the wasted spend, and the client who leaves.

Two users with opposite incentives, and a third party who never logs in.

Personas here weren't a formality. The agency owner and the service provider want contradictory things from the same catalog — speed to list versus confidence in what's listed. Naming that tension early is what made the later trade-offs decidable.

Agency owner user persona board
The agency owner: growth by delegation, terrified of putting an unvetted vendor in front of their client.
Service provider user persona board
The provider: wants to list fast and fill capacity — friction in publishing feels like lost revenue.

Turning the challenge into questions the team could design against.

How Might We notes convert complaints into briefs. The useful ones aren't the obvious ones — 'HMW make vetting a platform feature' reframed trust from a support cost into the core product.

How Might We questions board with categorization
HMW notes, clustered and voted. The winning cluster became the approval gate that defines the product.

Mapping the journey exposed the flow nobody had scoped.

Walking both sides of the transaction end to end surfaced the design problem that shaped everything after: the agency buys, but its client often pays. The user flow made that detour visible before a single screen existed.

Provider and agency user flows including approval and payment link paths
Two paths, one system: the provider route ends in an approval gate; the agency route can detour through the client before fulfillment begins.

Studying what exists before deciding what to build.

Lightning demos are cheap due diligence: an hour of looking at how Fiverr, Upwork, and vertical marketplaces solve listing, trust, and checkout — then being honest about why none of them fit a reseller triangle.

Lightning demos board with marketplace references
Reference marketplaces, annotated for what to borrow and what to reject: none of them model a buyer who resells.

Paper first. Fidelity is earned, not assumed.

Fast sketches are where bad ideas get to die cheaply. Marketplace, cart, and checkout were sketched on paper, argued over, and only the survivors were rebuilt as high-fidelity wireframes.

Paper sketches of marketplace, cart, and checkout concepts
Speedy sketching: minutes per concept, so the checkout-versus-payment-link question got explored wide before going deep.
High-fidelity wireframes of marketplace, cart, and checkout
The surviving concepts at high fidelity — structure locked before visual design, so review conversations stayed about flow, not color.

One system behind every surface.

Marketplace, cart, orders, and the provider's store were built from one set of components and layout rules. For a solo designer this wasn't aesthetic discipline; it was the only way to ship four coherent surfaces at once.

The same system absorbed the project's odd states, like orders waiting on a client and listings waiting on approval, without inventing new patterns for each.

Final UI showcase across marketplace, cart, and checkout

A design isn't finished when it ships. It's finished when it's measured.

The honest version: I moved on before the metrics matured, so this section makes no claims I can't back. Instead, it shows what shipped and the instrumentation plan I'd use to judge it.

The design made a new behavior possible: an agency can sell a service it doesn't deliver, with payment, requirements, and fulfillment handled by the platform instead of spreadsheets and email.

Vetting moved from a private, per-agency struggle to a platform feature. The approval gate is the product's trust claim, enforced by design.

Four surfaces shipped from one component system, by one designer.

If I continued this work, I would instrument the two riskiest decisions: how many checkouts end in a payment link, which shows whether the third-party flow is real demand, and how long provider approval takes, because trust is only a feature if it doesn't strangle supply.

The questions I carry into every project.

This process isn't specific to AgencyHub. It's a question sequence I apply to any product problem — because a repeatable process is what makes design judgment transferable between projects.

Understand the goal.

  • What problem are we trying to solve?
  • How does this product benefit customers?
  • What business opportunity does it create?

Define the audience.

  • Which groups have significantly different motivations for using this?
  • What are their pain points and emotions?
  • What is their high-level motivation for solving the problem?

Map the context of use.

  • Where does the product meet the user's day?
  • What has to be true right before and right after each interaction?

List and prioritize ideas.

  • What could we build to fulfill the customer's needs?
  • What already exists, and why isn't it enough?
  • Which idea has the best effort-to-impact ratio?

Make it concrete.

  • What tasks must the customer complete to succeed?
  • What do four fast sketches teach before high fidelity?

Measure success.

  • How would we know the solution worked?
  • Which metric would expose the riskiest assumption first?