Products & Licenses: a self-service marketplace for product add-ons and licenses

An external-facing shop where partner companies and advisors discover, subscribe to, and manage licenses for Interhyp's product add-ons and extensions. including distributing seats across their own colleagues.

Role

UX Designer — sole designer, owned the project end-to-end from discovery through delivery

Duration

~4 months; launched September 1, 2026

Team

Product Owner, backend engineers, frontend engineers

Industry

Mortgage & financial services

Users

External financial advisors and partner companies

Tools

Figma, Miro, Figma Make

Role

UX Designer — sole designer, owned the project end-to-end from discovery through delivery

Duration

~4 months; launched September 1, 2026

Team

Product Owner, backend engineers, frontend engineers

Industry

Mortgage & financial services

Users

External financial advisors and partner companies

Tools

Figma, Miro, Figma Make

Products & Licenses
For confidentiality reasons, I can't publish the detailed designs here.

Products & Licenses
For confidentiality reasons, I can't publish the detailed designs here.

Impact

25+ subscribers

partner companies subscribed within the first two weeks

70+ purchases

licenses purchased within the first two weeks

Products & Licenses launched on September 1, 2026. In the two weeks since, more than 25 partner companies have already subscribed and more than 70 licenses have been purchased — early signs that the self-service model is working, even though it's still too early to draw firm conclusions. The next phase is shifting from usability-test feedback to real feedback from actual users, both qualitative and quantitative, to guide the next round of iteration.

Products & Licenses launched on September 1, 2026. In the two weeks since, more than 25 partner companies have already subscribed and more than 70 licenses have been purchased — early signs that the self-service model is working, even though it's still too early to draw firm conclusions. The next phase is shifting from usability-test feedback to real feedback from actual users, both qualitative and quantitative, to guide the next round of iteration.

Challenge

Letting partners buy add-ons directly was already on Interhyp's roadmap by the time this project started. it followed on from Pipeline's launch the year before, and came in as a direct stakeholder request. Unlike Pipeline, this wasn't a redesign of something that already existed. There was no old tool to replace, no existing shopping flow to learn from, and no internal pattern for the hardest part of the problem: modeling how a partner company should be able to adjust the size of its subscription and then divide individual licenses across its own colleagues. On top of the design work, the product owner role sat vacant for part of the project, which meant taking on some of those decisions directly rather than only designing against a brief.

Approach

01

01

Discover: Aligning on what the marketplace needed to do.

Discovery started with stakeholder interviews, user interviews, and a workshop to align on what the marketplace needed to do and how subscriptions and licensing should work for partners.

02

02

Design & test: Prototyping the license-distribution logic with AI.

Most of the flow went through wireframing and prototyping the usual way. But the license-management part — letting a partner company resize its subscription and hand out individual seats to its own colleagues — was genuinely hard to prototype by hand, so I brought in Figma Make to work through that logic faster. From there, I tested the design in three rounds of moderated sessions, one user at a time, all online. The core idea held up well. nothing needed a rethink, just a handful of smaller refinements along the way.

03

03

Launch & irritate: Now moving from test feedback to real feedback

Products & Licenses launched on September 1, 2026. With the concept validated but still fresh in the market, the next step is gathering feedback from real users actually using the marketplace — both qualitative and quantitative — rather than relying on usability-test sessions alone, and iterating from there.