Design A User Experience To Teach Teens Budgeting & Saving

UX Case Study

The goal of this UX Design project is to design a user experience that will teach teens budgeting & saving. This design process was done using the Progressive Enhancement method where we design for mobile-first. It was done by first designing an app.

After the app was fully designed and tested we designed it for responsive web apps, tablets, and desktop devices.

Problem Statement

Chad is a video game and gadget-loving high school student who needs to find an easy and convenient way to learn how to budget and save because he wants to be able to save money to buy more video games, gadgets, and a car.

Business Overview

HappyFinance is a local-based financial education organization that is focused on educating low and middle-income families about how to save, budget, and manage their finances. HappyFinance would like to improve its ability to connect with and educate teens about the importance of saving, money management, and financial independence. This will help their long-term goals of improving financial inequality for all families in Jamaica.

The Challenge

Most families that are classified as poor and middle income are making enough money to afford a good standard of living, own a home, and plan for retirement. The problem is that they were never taught to properly handle money leading to a substandard lifestyle. Lack of financial education is leading families into poverty and privation.

The Research Goal

The goal of HappyFinance in this project is to develop a platform that will teach low and middle-income teens proper financial and money-management education. This will play a massive role in increasing the financial health of the future generation.

The Research Approach

Primary & quantitative research was done with teens who are from low and middle-income families. We researched teens who needed to learn more about budgeting and saving to achieve personal and professional goals

My Role

The project was undertaken by me and I carried out all areas and duties of the UX Design process.

Project Duration

April 8, 2022 – April 20, 2022

My Responsibilities

  • User research
  • Wireframing – Paper and Digital
  • Prototyping – Low- and High-Fidelity
  • Information Architecture
  • Visual Design
  • Testing – Usability Studies & iterating on designs
  • Writing

Understanding Our Users

User Research Findngs

Research Summary

I used HappyFinance’s user data to analyze their target audience and engagement across different age groups. Early in the analysis, it was discovered that teens lacked engagement in financial education. The assumption was made that this was because of a lack of programs and initiative to teach them in a way that they are best suited to learning.

The research found teens were never taught or catered to in financial education but were very interested in the topic. It was also determined that teens would prefer a simple way of learning, free of jargon and classrooms but more practical and applicable to their lives.

My UX Design Process

Empathize

Time spent learning about the users we need to provide a solution for such as their pain points, fears, and motivations.

Define

Learn about the market, competition, and other solutions to our users' problems that are currently available.

Ideate

During this phase a solution was proposed based on the information gathered in the previous two steps. The first usability study was done here.

Design

During this stage the information gathered from our first usability study was used to make incremental changes to the lo-fi prototype. It was then converted to a hi-fi prototype.

Implement

During this phase, we tested our hi-fi prototype in a second usability study to ensure that the app was ready for production and the market. Minor changes were made.

Evaluate

During this phase an evaluation of the entire UX Design process was done with feedback from users taken into consideration to evaluate the success of the project.

User Pain Points

Too Much Jargon

Current direct and indirect competitors use a lot of jargon that makes learning difficult for teens

Lack Of Availability

Current competitors don't provide a lot of information and free resources that are readily available for use

Lack Of Feedback

One major reasons many budgets fail is a lack of feedback on how to be successful with current plans

Lack Of Resources

Would-be budgeters and savers were often left frustrated by the lack of available resources such as formula sheets, templates, and spreadsheets that would be helpful in budgeting.

User Needs

User Personas

“I love gaming and gadgets so I need to learn how to save and budget so I can buy them.”
Chad
Entrepreneur

Age: 13
Education: Highschool Student

Hometown: Ligunea, St. Andrew
Family: Parents, siblings

Goals:

  • Save enough money to buy a PS5
  • Buy a car at 16 years old
  • Get a new iPhone for Christmas

Frustrations:

  • “I need to learn how to budget in a way that’s easy for me to understand”
  • “There isn’t an easy way for a high school student to learn budgeting or saving”
  • “I can’t find an easy way to learn how to save money without overspending.”

User Story

Chad is a video game and gadget-loving high school student who needs to find an easy and convenient way to learn how to budget and save because he wants to be able to save money to buy more video games, gadgets, and a car.

Chad is a 13-year-old high school student at Campion College in St. Andrew. He is currently in the 8th grade and loves gaming and making memes and viral videos for Tik Tok and Instagram.

To be able to do the things he loves his parents have decided that he should learn how to save and budget. By doing this he’ll learn the value of money early on, be able to buy all the games and tech that he wants, and become financially responsible as a teen. Chad is looking for a fun and easy way to learn how to budget and save.

User Journey Map

Action Get A Pen & Notebook Write Down All Spending Write Down All Income Calculate Profitability Prepare A Manual Budget Schedule
Task List
A. Find a dedicated notebook for budgeting and saving

B. Prepare it for entering data

C. Carry it with you everywhere
A. Manually write down all spending

B. Manually calculate percentages and totals

C. Manually track spending
A. Manually write down all earnings

B. Manually calculate percentages and totals

C. Manually track spending
A. Grab a calculator to do the calculations

B. Manually calculate totals and percentages


C. Manually try to display data
A. Try to forecast a reasonable budget for the coming month

B. Manually try to analyze data from the past month

C. Manually try to identify trends and areas of improvement
Feeling Adjective
●Tired

●Frustrated when she forgets to carry the notebook
●Tired by all the work involved

●Frustrated when she makes a mistake
●Sometimes forget to do the work

●Tired by the tedious process
●Annoyed that there isn’t an easier way to do this

●Frustrated

●Tired
●Frustrated

●Overworked

●Fatigued
Improvement Opportunities
Create an easy to use digital format for budgeting and saving
Create a feature where you can take a picture of receipts to add data to budget sheet
Make it easy to enter data into your budget by filling out a few fields
Manually calculate and display results and key metric
Provide a tool that automatically generates spending & Saving scenarios for a budget, analyze data, and display forecasts

Paper Wireframes

Digital Wireframes

Low-fidelity Prototype

Usability Study

Usability Study Parameters

Study Type

Unmoderated usability study

Location

Jamaica, remote

Participants

5 users

Length

15 minutes

User Research Summary

I used HappyFinance’s user data to analyze their target audience and engagement across different age groups. Early in the analysis, it was discovered that teens lacked engagement in financial education. The assumption was made that this was because of a lack of programs and initiative to teach them in a way that they are best suited to learning.

The research found teens were never taught or catered to in financial education but were very interested in the topic. It was also determined that teens would prefer a simple way of learning, free of jargon and classrooms but more practical and applicable to their lives.

Digital Wireframes

Before Usability Study

Summary of Design Process

After ideating and drafting paper wireframes my focus switched to creating a digital wireframe that focused on providing several interactive and engaging learning methods, as well as goal tracking to help keep budget targets top of mind.

Guide for Design

  1. Large and colorful chart of current progress towards achieving the most urgent goal. This keeps users engaged.

  2. Choose from a list of interesting and informative tutorials to learn about budgeting and saving.

  3. Option to view top 3 upcoming budget targets and view basic info about them. Increases engagement and chance of success.

  4. Large and captivating image of a game to teach budgeting & saving.

Findings Of Usability Study

1. Update Budget

We found that users wanted a more intuitive display to identify the ability to update a budget by taking pictures.

2. Games

We found that users loved playing games that taught budgeting and saving versus watching videos and tutorials.

3. Confirmation Messages

Users wanted a clear indication of confirmation that an action like creating an account or budget was successful.

Hi-Fi Prototype & Final Mockups

App, responsive web appm tablet, and desktop versions shown below.

Second Usability Study

Usability Study Summary Of Responsive Web Platform Done After App Development

Before Usability Study

After Usability Study

Summary of Changes

Before the usability study, there wasn’t a confirmation screen after an account was created, a budget created, or a budget updated. Most users were frustrated by this lack of confirmation message.

Summary of Changes

Before the usability study, the camera icon to be used to take pictures of receipts when updating a budget was not very clear and easily identified in the usability study. This was fixed in the mockup.

Before Usability Study

After Usability Study

High-Fidelity Design Decision Analysis

Design Decision Analysis

The mockup shows a screen where users play games that will teach teens about budgeting and saving.

The second mockup shows a screen where users can track their progress towards their goals, make changes, and get tips to improve their budgets.

Design Decision Analysis

The mockup shows a screen where users can use the cameras of their mobile devices to take a picture of their receipts and automatically input the data into their budget. This helps with tracking income and expenses.

The second mockup shows a screen where users can use voice commands, search, and input from anywhere in the app.

Accessibility Considerations

Voice Command

Voice command and voice search has been added to make navigation, task completion, and content reading easier for people with disabilities.

Interactivity

Clear labels for interactive elements that can be read by screen readers.

People With Disabilities

The website is added with alt text added to all images to allow screen readers and other assistive technology to help people with disabilities.

Information Architecture - Sitemap

What I've Learned

What I learned:

I learned that there is a real opportunity to create and deliver a product that is helpful for improving the standard of living of poor and middle-income families. By designing for the user and iterating after careful user testing the design and product has the highest chance of solving real, day-to-day social problems that are in our communities.

Impact Of Design:

The design of the platform went very well and was well-received by teens. More teens are becoming financially savvy and better at budgeting, saving, and handling their money. Popular among users are the games and the ability to take a picture of receipts to add an income or expense to their budget.

Next Steps

More Diverse Product Testing

Improve the accessibility of the product by testing the high-fidelity prototype with more people with disabilities.

Further Research

Conduct research on how well users transition from using the app to using the responsive web app and desktop application

Increase Users

Make HappyFinance a popular part of local schools in their Business, Economics, and Family Life classes to make financial education easier to access for low and middle-income families.

More Resources

Add more games, videos, and free resources to the platform to be available for users.

Let's Connect!

I am open to more projects in the field of UX Design with an added interest in Product Design, UX Generalist, UX Research, UX Visual & Interaction Design, and UX Writing.

Let us talk more about your next project and how I may bring value to your company and team. I can be contacted at www.jabezroberts.com/contact or info@jabezroberts.com.