PiggyBank
UX + UI Design / User Research / Mobile Application
Role

UX/UI Designer, UX Researcher

Project Type

Class Project Turned Passion Project

team

Fatima, Kat, Taniya

Tools

Resources: IDEO Design Thinking, W3C Web Accessibility, NN/g | Design: Figma, Illustrator, Photoshop, After Effects |  Ideation: Xtensio, XMind  |  Collaboration: FigmaJAM, Asana, Zoom

Overview
Problem

Parents are frustrated because they are aware that their kids future financial habits depends significantly on habits learned in childhood but struggle to even discuss finances with them.

66% 

Of parents are reluctant to discuss money with their childern
82% 

Of parents hear complaints from their children about not spending enough time with them
60%

60% of all working-age Americans have no retirement savings
Solution

PiggyBank is an innovative 3-in-1 mobile/tablet (banking, task management & financial education) app catered specifically to children.

It uses real money & real stakes to help kids build good money habits, learn self regulation, and become financially literate.

It also supports parents with financial education and household management.

My Role
Research Phase
Facilitated interviews
Co-authored survey
Contributed to secondary research
Aggregated and synthesized data
Design Phase
Sketched early wireframes
Created user flows
Lead two rounds of usability testing
Designed majority of high fidelity mockups

Define and Ideation phase activities and deliverables were done as a team in a series of day long sprints

Child Application
Complete today's "quest”
complete tasks using task board
banking in the (piggy)bank
Penny walks through app during onboarding
Penny (personal assistant) lives in the Nav bar
choose an avatar
play games to earn rewards
Parent Application
create and view Tasks
customize the rules & consequences
banking in the (piggy)bank
choose an avatar
breaks down of children's activity
Results
Final user Test Observations
Kids
Understood Navigation & Features (Including Non-Readers)

We observed the visual elements were guiding them through the app because they were visually salient and similar to their experience on gaming and entertainment apps.

“What is this? A game?”

Excited To Play Games To Earn Real Rewards

Kids particularly were excited about the ability to complete additional tasks and play games to receive money & rewards, they couldn't believe they could earn them by playing games on their phone or iPad.

“This is like Pokemon Quest on mom's phone!”

Understood Banking Functions When Explained

Kids that never used a banking app didn't understand what it meant to request and move money, but when parents explained it, some of them were excited they could handle money like adults.

“Are you sure this is a bank? It looks like a game.”

Parents
Keen On the Community Support Feature

Parents were especially interested in support and advice they could get from specialists & the community. They expressed frustration because their banks provided info on their finances but nothing on how to improve them.

“It would be great if my bank had this kind of support."
Saw Opportunity to Improve Family Relationships

They saw how the app could improve family relationships through improved communication with kids and lowering their overall stress.

"It would be huge a peace of mind if my kids used this to learn better habits on their own, I worry a lot about them and it comes out as lecturing and taking their iPad away which makes them upset."
Reflection

This project showed kids' interest and willingness to explore banking solutions when it is designed in a manner that is holistically digestible for children.

Overall, this was a challenging but rewarding project. It also helped me become a better designer because it strengthened my ability to empathize with my users; a skill that is invaluable to a UX designer.

Process
Research
Interview

Semi-structured interviews were conducted with two demographics, with children and young adults.

Goal

The reason for this specific demographic is because we wanted to gain insights into children’s (aged 6-12) relationship with money and how that relationship evolves into early adulthood.

Key Takeaways
01
Lack of Enthusiasm for Strictly Learning
Half of the kids we interviewed did not express much enthusiasm for a purely educational model.
02
Interested in Saving, Given that It Is Fun
All our young participants save money for both practical and quirky items but one thing they each had in common is that they wanted the process of saving and item saving towards to to be "fun".
03
Lack of money management skills
Young adult subjects understand that money is a key to a proper livelihood, but they state their lack of the necessary skills to productively approach money management in.
04
Sharing and Gamification Breeds Engagement
Older youth spoke stated social and gaming technology keep them most engaged, this is also echoed by our younger participants.
05
Parents Micromanage Their Children
Modern parents are very involved in their kids' lives and do a lot of things for them instead of allowing them to learn on their own, this breeds financially ignorant kids.
Survey results

We also required insight into the needs of parents as they play a large role in their child’s financial literacy (not to mention, they are the ones distributing the income). So we conducted a survey with 27 different parents inquiring about a myriad of topics pertaining to parenting and money and them compiled the key takeaways:

66% 

Of parents are reluctant to discuss money with their childern
50% 

Of parents don't have discussions about money until they are teens
82% 

Of parents hear complaints from their children about not spending enough time with them

7%

Of parents indicated that their children have credit cards. Of that, 55% those parents pay the bill
Key Insight

Overall In the users we interviewed and surveyed, parents showed a preference for more educational content, while children were more interested in goal-setting features.

Define
Empathy maps

My team and I then created several empathy maps to better understand and visualize how we could build a solution that satisfies the needs and pain points of both user groups.

Parent
child
How Might we?

With the vast array of insights from our research, we produced a plethora of “How Might Me?” questions. This enabled us to use our data and develop them into actionable pursuits to answer during ideation. Here are a few of them below:

Efficiency of Tasks scatter plot

How Might We create a platform that is didactic but also entertaining and engaging to a curious and impatient youth audience?

Ideate
Affinity map

Then came my favourite part, ideation. We generated as many ideas as possible through creating an affinity map; the team spit ideas on post-its, stuck it to the board and then sorted them into 8 categories. We used Figma Jamboard to conduct this exercise so that we would have limitless whiteboard space and remote access.

Efficiency of Tasks scatter plot
Competitive analysis

We carefully chose Greenlight, Walo and RoosterMoney as the direct competitors and applied basic usability and heuristic guidelines to analyze them. Through our analysis, we discovered that all three apps have most of the basic functionality you expect, however, all three suffer from appearing like an application designed for adults with a vibrant colour palette.

Efficiency of Tasks scatter plot
Inspiration Board

Before we began our design phase, we researched a wide array of applications to look for design flows, patterns, and concepts that would be relevant to our product. We took a special look at children's games because our research indicated that kids spend much of their screen time on games and we wanted to closely follow their mental models to make it feel familiar and therefore easy for kids to use. We also looked at kids education apps, banking apps and chore management apps.

Efficiency of Tasks scatter plot
Design + test
paper prototyping

We began our design phase by sketching out several iterations of low-fidelity wireframes then settled on the best ones to move to Figma. Here are some of mine below:

user flow

Next I mapped out the user flows so that we know what specific screens are required to be designed during the next iteration of design.

Iterations

With the user flows fleshed out, I now has the basis to build the medium-fidelity mockups on Figma so that we can do the first phase of usability testing. Here are some of screens from the iterations screens below.

User Testing
Usability Test Process

We recruited 3 children and 3 parents in our social circles to test our prototype. We did the test in the respective homes of our participants so that we could capture their experience of using the app in the setting where it is meant to be used.

Key Insights
01
Need better rewards as incentives
02
App needs to accommodate as child ages
03
Kid's piggybank tab is too cluttered and has too much going on
04
Needs easy way to approve tasks in 2 click
05
Parents noted how this app could improve relationships in the family.
06
Parents want behaviour/habit patterns alerts
07
Parents were frustrated that their banks provided info on their finances but nothing on how to improve them
08
Parents were keen on the community element bc they wanted support, education and advice

Overall Takeaway

Other than some UI issues, this study proved that we were going in the right direction and made the right design decisions so far.

Child Application

001 Child UI

Today's Quest

Details

The ‘quest’ consist of pin-drops on a path representing each task which kids complete by tapping. At the end of the path is a treasure chest which unlocks points if everything is done on time.

Rationale

Our research indicated that children primarily use their screen time to be entertained, so we gamified the process of task completion. Additionally, the treasure chest cater to the child's need for short-term gratification to stay engaged.

002 Child UI

Widgets

Details

The quest tab features widgets detailing the amount of money left available and the top two savings goals.

Rationale

Since this is the "homepage", key info is displayed so the child can see it without many clicks and the top saving goals being present reminds the child of their goals.

003 Child UI

Task Board

Details

The tasks tab allows the child to see a detailed view of their tasks, and go back to do previous days tasks that are overdue.

Rationale

This provides another way of completing current and overdue tasks. This is especially helpful as the child gets older and they don't want to use quest anymore.

004 Child UI

Personal Assistant

Details

Onboarding

Penny is the personal assistant. She is introduced during onboarding where she conducts a walkthrough of the app.

Navigator bar

She then lives in the centre of the nav bar where she can give vocal info about each page .

Encouraging activity

She also encourages the child to play the games, put money into savings, complete tasks & more.

Rationale

Auditory guidance

Younger children have poor reading comprehension and memory, Penny aids with this by providing auditory instructions.

Personification

Mascots are common in kids apps and Penny is the personification of Piggybank; this builds trust as kids have "someone" who is encouraging and support them.

005 Child UI

My Piggybank

Details

The Piggybank tab is the banking space where the child can add and break savings jar, request & move funds and see their transaction history.

They are also given the option to donate to a charity of choice when moving funds, teaching them that giving back is just as important as saving.

Rationale

Mimicking real life

The savings "jar" allows kids to see visually how much they have left and break it once full, mimicking what they would do IRL.

Security

The total balance is blurred until tapped on and is lower on the screen as a security measure

006 Child UI

Points, Levels & Rewards

Details

Points are accumulated primarily through playing financial education games and higher levels are reached by completing them to unlock new ones. The points can be then used to to redeem rewards.

Rationale

Financial Education

Our research indicated that parents are struggling to financially educate thier kids, Piggybank allows parents to outsource this.

Gamification

The goal of Piggybank was to create an app that caters to kids and research found that kids like to mostly play games, pass levels, and earn points on the apps they use.

007 Child UI

Notifications

Details

When the child taps on Penny and selects the notification option, 3 alerts is displayed at a time which Penny also speaks aloud

Rationale

cognitive load

Children have limited attention, reading comprehension and dexterity skills, displaying only three notifications at a time reduces their cognitive load.

reducing "nagging"

Our research showed that kids found it annoying when their parents nagged. Penny alleviates the need to nag by lightheartedly reminding the child in their place.

008 Child UI

Customization

Details

Kids choose an avatar similar to a video game during the onboarding process.

Rationale

Knowing that kids primarily use digital product for games and entertainment we psychologically prime them to anticipate a game like experience which creates initial interest & engagement.

Parent Application

002 parent ui

Task Board

Details

Infromation Heirarchy

Parents can see all tasks sorted into categories to reduce cognitive load.

Visual Cues

When creating a task, parents choose an icon to represent it so younger kids can use the visual cue to understand it.

Rationale

More Family Time

Kids expressed sadness about their parents not spending enough time with them, Piggybank aids with this by allowing parents to create bonus tasks to get extra chores done which creates more free time for family.

Teaching value of money

Parents complained their children don't understand the value of money, Piggybank helps this by letting children to earn the money which not only empowers them but also enables them to learn its value.

001 parent ui

Real Life Parallels

Details

Parents can customize the consequences of not completing a task, set a pay day and optionally set a daily spending cap.

Rationale

Delayed gratification

Children get their allowance on a set payday mimicking the real world, this also teaches them delayed gratification.

spending cap

Parents complained kids spend their entire allowance in one day, the daily spending cap ensures kids cannot do this.

003 parent ui

Approvals & Notifications

Details

Parents can choose if they want photo evidence of a complete task that they have to approve.

They also get notifications about incomplete tasks, money requests, upcoming webinars, helpful videos they might be interested in and their children's money habits with suggestion on how to help them make better choices (if they opt in).

004 parent ui

My Kids

Details

The 'My Kids' page breaks down each child's profiles including their balance, their daily task progress, savings goals, money habits trends and transaction history so that parents can keep tabs on their child's activity at a glance.

Rationale

Our interviews with parents indicated that they needed to be informed about their activity, know their kids' account balances, and address any requests.

005 parent ui

Community

Details

The Community tab is where parents can get support to become more financially literate themselves, support their children and build stronger family relationships through reading and watching the available content and using the community support feature to ask questions and get answers from specialists and other parents.

Rationale

Our research found that adults struggle to manage their finances, in fact, 4/10 of adults couldn’t cover a $400 emergency expense, but they desperately want to see their kids grow up to have good financial habits. At the same time, 49% of parents don’t know how to discuss money with their kids. The community feature works to aid this pain point.

UI / Visual Design Considerations

006 Parent UI

Parent App

Details

Our research showed that adults prefer designs that stick to the main path, have effective communication and gets the the point swiftly.

So, the visual design of the Parent app is:

  • More minimalist
  • Less colourful
  • Little auditory/haptic feedback
  • More akin to traditional banking apps to match an adult's mental model.

009 Child UI

Child App

Details

Our goal was to design an app the caters to a child's unique cognitive and physical needs, so we conducted research into UX design for children and came up with the following UI/UX considerations:

Insight

Children mostly use apps to play games

Piggybank

Used many 3D illustrations often found in gaming apps  to garner interest and match children's mental model

Insight

Younger children have difficulty reading

Piggybank

Copy is limited, is 12-14px minimum, as layman is possible, and accompanied with visual cues and audio feedback

Insight

Children have poor dexterity           

Piggybank

Elements have high contrast, adequate spacing, limited clutter and clear large buttons like  found on game UIs

Insight

Children like vibrant colourful interfaces

Piggybank

We used a vibrant colour palette often seen on children’s apps

Insight

Kids like animations on interactions (unlike adults)

Piggybank

Used animation often and created a 'mascot' to puts a personality to the app  

Insight

Kids are responsive sounds on interactions

Piggybank

Most actions have audio & haptic feedback; ex. completing a task, or breaking a save jar

next steps

The next steps for Piggybank is to create a feature that allows kids to invest small sums in the stock market using a robo-investing account while they are learning about it so that they can experience and get comfortable with it at an early age.

Next Project

Website Review