Abstract: A commitment is received from a user to obtain an item from a plurality of items to be presented to the user after receiving an exchange credit from the user. Each item is represented individually in sequence for a predetermined duration before showing another item's image. A selection input by the user is monitored. Before the predetermined duration ends, if the presented item's image is rejected by the user, the image is removed, and that item is permanently removed from the items to be offered to the user, and another item's image is presented to the user. In response to the predetermined duration, a presentation of the item's image is graphically varied by visually conveying to the user that an ability to reject the item and view a next item in sequence will end at the end of the predetermined duration unless the user rejects the item.
Abstract: A system configured as an online marketplace with a high-speed, game-like method for determining which users obtain which products or services in the marketplace is disclosed. One implementation provides a mobile application where users swipe through a presentation of items (products, services, or money) that they can obtain. Users earn credits by giving items or money to other users. Then, they redeem these credits by getting items or money from other users. Thus, a given user alternates between being a “giver” and a “getter,” making pairs of asynchronous trades with two other users. In the selection process to choose an item to receive, users can choose any single item, but may only swipe unidirectionally, meaning that they cannot return and see or choose an item previously rejected. Aspects include a game engine and a set of rules and constraints to create a novel experience for transactional based experiences such as shopping and reservations.