De’Bach
END-TO-END MOBILE APP · FINANCE
Budgeting Just Got Easier: Budget with Friends for Rewards
OVERVIEW
Budgeting is Hard.
Do you find it hard to stick to a budget? Do you find budgeting stressful? If so, you're not alone. No matter how much time I spent allocating each dollar to a category, I can’t seem to keep to my budget. I get frustrated, blame myself and decide to give up.
What if the problem isn’t you, but the tools you’re using?
Although budgeting apps & spreadsheets do a great job tracking your money, they don’t focus on creating behavior change or providing accountability. You need more than an app or pure discipline to successfully stay within budget.
De'bach focuses on cultivating change in financial behavior through accountability
Role
UX Researcher, UX Designer, UI Designer
Client
Concept Project for DesignLab UX Academy
Scope
Mobile Application, Design, Branding
Tools
Figma, Adobe Photoshop & Illustrator, Canva
The Challenge
Find an engaging solution to help educate Young Adults (Gen Z) on the basics of personal finance, before becoming financially independent.
The Solution
Debach is a mobile app that engages Gen Z to keep to their budget through accountability with friends and earning rewards.
Research: Empathize
How might we prepare Generation Z to increase their financial literacy before they become financially independent?
Research Goals
01. Financial Habits
Identify Gen Z's degree of financial confidence and their financial spending/saving habits.
02. Learning Style
Identify how Gen Z currently uses and learns from educational platforms (digitally).
03. Existing Apps
Analyze direct competitors & indirect competitors that have similar concepts.
My Assumptions
Gen Z is interested in learning to become more financially literate AND is interested in an educational finance app.
MARKET RESEARCH
Finance Workshop
In order to figure out what to teach about finance, I needed to understand the subject myself. I attempted to learn from articles and videos but got overwhelmed trying to discern which ones were reliable.
That’s why I attended a personal finance workshop, which gave me a better framework of what to research and include in my app.
MARKET RESEARCH
Target Population: Zoomers (Generation Z)
Most research and effort have been invested in helping improve Millennials’ financial literacy. However, not much has been dedicated to Gen Z (1996-2012). I wanted my focus to be on this upcoming generation.
Gen Z & Technology
The first generation to grow up with computers, smartphones, and the Internet
98% currently have a smartphone
50% spend 10 hours/day on a device
71% spend 3 hours/day watching videos
Gen Z & Finance
72% mainly consider cost when making a purchase
81% of Gen Z adults stress about money
69% don’t know how much to spend now vs. save
Want to improve financial skills but unsure how
USER INTERVIEWS
User Testing & Observations
I interviewed a sample of six participants from Gen Z (1996-2001).
I asked about their current financial habits, confidence in different topics, and how they like to learn digitally.
Research Insight:
There is a need to help improve Gen Z’s financial literacy, but not through an educational app. They do not use or enjoy education apps. “Something about educational apps makes you not want to go back.”
Pivot! From Educational ➡️ Budgeting
I had to rethink the approach of an education app. Instead of focusing on finance as a broad category, I decided to concentrate on a subcategory, budgeting. This led me to research existing apps that are more engaging for users to use and develop habits.
RESEARCH
Competitor Research
I looked at current budgeting apps & apps that focus on developing habits, rewards, and accountability.
Designing Priorities
DESIGN
Creating Personas
Based on my research, I created the fictional user, Olivia, who needs a budgeting app that will help her be proactive, rather than reactive.
Information Architecture
How does de’Bach work?
App Map
Initial Sketches
Exploring different ways to present data in a clear & engaging way. Inspired by the Forest Focus App (conceptually) and Duolingo (design’s look & feel).
Mid-Fidelity Wireframes
High-Fidelity Wireframes
Testing the Design
I tested a sample of five participants. I had them complete the challenges and share their initial thoughts.
USABILITY TESTING
Challenge #1
Check on your current challenge progress, In It To Win It.
Task #1:
What information can you gather from these screens?
Task #2:
You see that Maddie is close to spending over her budget.
Send some encouragement to Maddie
Challenge #2
Your friend Sarah wants to partner with you in a new budget challenge.
Task #3:
Create a new budget challenge for you and Sarah.
You want to focus on spending less on Eating Out.
Challenge #3
Task #4:
Find out how many points you have.
Task #5:
If you have enough, redeem your points for an Amazon gift card.
USABILITY TESTING
Analysis & Findings
Feedback & Pain Points
All participants understood the purpose of the app
All participants successfully completed tasks
All participants initially thought they were competing against Maddie, not partnering with her
Need to clarify that it is a team effort, not a competition
Users’ Response
All participants found the rewards most appealing
Most participants would use the app if their friends used it
Iterations
Home Screen
Based on testing, users kept clicking the 'challenge progress header', thinking it was a button.
I changed it into a drop-down button where you can select from all current challenges.
Challenge Progress
Based on feedback, users thought that they were competing against Maddie, not partnering with her.
To clarify that this is a team effort, not competition, I tried changing the copy to make it more clear.
I also tried using a visual of a bar graph or one circle graph instead of two separate ones.
Branding & Visual Design
NEXT STEP: THINGS TO THINK THROUGH
Can you cheat the system?
One user was honest in how he could see himself lying in order to get points.
Can you fake this? What if their info is using a credit card they don’t use.
“I could budget an amount that I know I won’t spend”
“Does the number of points earned change? If the longer your challenge period, do you get more points? Or just as long as I pass, I get points?”
My Learnings
Finding an incentivized way to help Gen Z tackle budgeting personally gave me hope for budgeting in my own life. All users who tested this product loved the concept and expressed wanting to use this now.
I love this project because it has taught me about being flexible and focusing on users’ needs, even at the cost of changing your original ideas.
This project increased my love for using UX/UI as a tool for problem-solving everyday issues we don’t think about. It was a rewarding challenge to build an app from the ground up, and be able to create something I am proud of & want to use myself.