Mahjouba Initiative

A mobile app facilitating the construction of various motorbike parts by local Moroccan craftsmen. Users can search, accept, and submit their part to the atelier, Mahjouba Initiative.

Understanding the Problem

Role

  • Product Designer

Timeline

  • 24 weeks
  • Research 12 weeks
  • Design 12 weeks

Tools

  • Figma
  • Figjam
  • Notion

Deliverables

  • Design System
  • Figma Prototype
  • Working Prototype

DESIGN PROCESS

“Artistic and creative emancipation, alternative manufacturing, as well as social and economic sustainability are core aspects of this endeavour.”

-Eric van Hove (our client)

Research

User Research

My team and I in Morroco interviewing craftsmen at our client's studio in Marrakech.

Background

Our client’s main focus was to create an app that helped craftsmen utilize their skillset to build up the local Moroccan economy via this collaborative electronic bike project. We found that:

20% of the active Moroccan workforce are local craftsmen.

-Source

77.4% of Morroco's adults are literate.

-Statista

By leveraging these insights, we aimed to design a system that facilitates efficient mobile parts assembly by creating an interface that uses minimal words and prioritizes symbolism.

Competitive

Analysis

There are not many apps in the current market that are addressing this need. But the overall process that our app will facilitate is similar to other freelance marketplace apps. We also analyzed various popular apps in Morocco for inspiration. Here are a couple we analyzed:

  • Saydalia
  • TaskRabbit
  • Etsy
  • Tizuzaf
  • WhatsApp

CHANGE After compiling these results, we brainstormed different solutions (seen below) that current apps do not address.

User Research

In depth analysis of Etsy's key features and pros and cons about its user flow and visual design system.

User Research

In depth analysis of TaskRabbit's key features and pros and cons about its user flow and visual design system.

User Flow

Design & Prototyping

Define

We conducted user interviews and synthesized the data through various methods to develop solutions.

28
User Interviews
2
User Personas
2
Empathy Maps
1
Journey Map

Novice craftsman

Age: 18 years old

He attended a craftsmen school and has graduated. He is eager to get started with his career, but it is hard to get started on his own. In order to get steady work, he’ll first have to join a more senior craftsman’s shop which will result in less money for him and loss of independence. Instead of working under another craftsman, he would much rather work on his own and determine his own workload.

Master craftsman with limited technology skills

Age: 56 years old

He has been working with steel, wood, and other materials as a craftsman for several years. He learned from his father and loves being able to make things with his hands. He has established himself in his neighborhood as a reliable craftsman. But he wants to earn stable income from a skill they deeply enjoy.

More to come, updating weekly...

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