A UX Research project

How might we create a bank that delivers financial wellness?

Image generated from ChatGPT Dall E.

Project Overview

Task

The initial phase involved conducting an in-depth UX research project individually. In this phase I designed a screening survey, formulated interview questions, and held five user interviews to collect targeted feedback on user experience and functionality.
The second phase comprised of brainstorming sessions with four classmates from the UX Designer course at Hyper Island, where we analyzed our individual findings and synthesized them into a possible solution.

The Brief

How might we create a bank that delivers financial wellness?

Solution

The solution for this project was a suggestion for a banking app that includes customization, gamification features, making it easy to manage our finances. Aimed at a target group of young professionals.
The solution did not entail any interface or wireframes at this point, since it was an assignment including only the above described phases.

Role

UX Researcher, UX Designer

Time

2 weeks for research, 2 weeks for team work

Tools

Figma/FigJam, Zoom (Interview + Card sorting), Google Forms

Team

First phase: Individual work.
Second phase: teamwork with other students.

Scope

Research, Screening Survey, User Interviews, Brainstorming.

First steps

The journey began coming up with key assumptions about our users’ needs. These are the main assumptions:

The Design Thinking Process

After defining the key assumptions I thought it would be good to use the Design Thinking process as a tool in this project, starting with Empathize, then Define and Ideate. For a full project the next steps would be to build a prototype and the test it, but in this project this was not part of the brief. And due to the time constraints it was not possible to complete the whole Design Thinking process, but I have possibly plans to finish this project on my own time later on, since it is an interesting project.

The Design Thinking Process illustration

Empathize

With a focus on understanding the target users presented to us in the assignment: young professionals seeking a fun and straightforward way to manage their finances. Doing desk research, looking into competition and current banking apps.
We were also assigned to create a screening survey to gather more insights and possible interviewees. I garnered insights from 76 respondents from the screening survey, providing me with a broad perspective on the users' needs and preferences, and was able to find 5 interviewees to book for online interviews and card sorting.

Image from survey as an example

Define

In the Define stage I analyzed the insights gathered from the previous interviews to define the core user needs and challenges. While synthesizing the survey data and feedback, I was able to gain important insights and pinpoint some of the specific financial management issues young professionals face, aiming to address them with better features in this banking app. In the assignment we were also supposed to come up with "Principles for Design" and "Next steps", since the first part of the project was for the Field Work module, and the next parts for the Design Principles module.

Insights from the survey and interviews

  1. Knowing how money is spent: In this case the assumption was disproved, users demonstrated a clear understanding of their spending habits.
  2. Financial Management Tool: While inconclusive, some users expressed dissatisfaction with the lack of practical features in existing banking apps.
  3. Savings and Customization: This confirmed the hypothesis, users want a user-friendly app providing customization options.
  4. Gamification and Social Features: The hypothesis about users wanting to have fun while saving money was inconclusive, with varying opinions on gamification.

Principles for Design

  1. The app should be easy to use and accessible to a diverse audience.
  2. Users should find joy in saving money when using the app.
  3. Customizable interface and ability to customize savings and expenditure categories.

Ideate

In this phase, I came up with new ideas to solve the identified challenges and wishes from the users. This ideation process was aimed at brainstorming possible features, functionalities, and user experience enhancements that would make financial management not only easy, but also engaging for the target persona.
How might we?

Prototype

Though this assignment didn't require the development of a tangible prototype or mockup, this stage was conceptually addressed through collaborative discussions with four other students from the UX Designer course. We worked as a team to compare our individual results and envision potential solutions, focusing on usability and user engagement.

Test

Instead of conventional testing with prototypes, our assignment was to present a storyboard with our idea to five participants. This approach allowed us to gather qualitative feedback on the possible usability and desirability of our ideas for features and functionalities, further refining the understanding of our user’s needs.

Next Steps - Suggestions

  1. Conduct additional research focused on social and community features.
  2. Have user testing sessions to gather more insights on customization.
  3. Develop prototypes and organise testing sessions to test the user-friendliness of the interface.
  4. User-testing to check the features of gamification and if it would make saving money more enjoyable.
  5. Expand the quantitative study with a larger sample size and wider demographics.
  6. Organize usability testing which focuses on the specific financial features.

Reflections and Learnings

Throughout the course of this UX case study, I've gained significant insights into UX research and the Design Thinking process, notably realizing how inaccurate assumptions can be. This experience has underscored the importance of conducting thorough desk research before advancing in the design process. Additionally, through conducting interviews, I discovered that some questions did not elicit the responses I anticipated. This led me to revise and improve the questions, resulting in more effective interviews thereafter.

Another important lesson learned from this process is the value of reassessment and adaptation: if something doesn't seem to be working as intended, it's beneficial to revisit and modify where necessary. Time constraints also highlighted the need for deeper engagement with existing literature and resources, a task I plan to incorporate into my knowledge base moving forward. This reflection encapsulates the iterative nature of UX design and the continuous learning journey it presents.