Spektra Financial
My Role
I began working on Spektra as a student with CareerFoundry. The project brief was for an app called Pluto Pay - a web app that allows anyone to shop, transfer money, and more without a debit or credit card or the need to visit a physical bank or store. My role was to create a new app design from beginning to end. I was responsible for all UX duties, including user research, producing all significant deliverables, and providing a consistent exposition of my design process. I decided to take this project a step further and focus specifically on designing an app for young adults with ADHD who struggle with their personal finances.
Role
Lead UX Designer, UX Research
Tools
Figma, Google Suite, OptimalSort, Adobe XD
Tiemline
2022-2023
The Process
Possible Problems
- A busy interface that contains too much information and overwhelms users
- Lack of incentives that allow users to avoid checking the app
- The organization of the app is too rigid for individuals to set themselves up for success
Initial Hypothesis
Spektras users with ADHD need an intuitive, organized, and personalized way to take control of their finances, improve their money management skills, and feel more confident in their financial decision-making. We will know this to be true when we observe a significant increase in the number of users who are able to successfully reach their financial goals with our app.
Main Goals
- Users need the ability to personalize their experience
- Give users visual insights into their spending habits
- Don't hide information! Keep things simple and visible as much as possible
Phase 1: Inspiration
Discovery & Research
Before I could even being thinking about what Spektra might look like or it exact features, I needed to conduct some research. First with competitive analysis and content audits of related apps, followed by user research in the form of surveys and interviews.
This process took roughly 3 weeks
COMPETITIVE ANALYSIS
To set the stage for this project, I started off by conducting a competitive analysis of some relevant and related apps in Canada. KOHO is the closest comparison to Spektra as they focus on a similar target demographic, and tries to help users with spending and saving habits. Their weaknesses and opportunities helped me the most to understand where Spektra might be able to fit into the market.
USER RESEARCH
User Survey
The first round of user research was a short survey conducted remotely through google forms. 8 participants completed the survey comprising 16 questions with a mix of multiple-choice, short-answer, and rating scale responses. Using this survey, I hoped to begin gaining insights into how people generally feel about their finances.
The responses collected from this survey were foundational to my understanding of my future users pain points. Particularly helpful was the question asking participants to select which struggles they face with their personal finances. Of the 8 possible choices, participants indicated that their greatest conserns centred around monthy payments, emergency funds, future investments, and unnecesary spending. The trends that occurred in that question would be very beneficial to me when deciding which features were the most important to focus on first with the new app. Additionally, I wanted to see how the individuals who identified as being neurodivergent answered the questions as compared to those who didn't. I also thought it was interesting to note how participants feel generally worried about their finances, yet most are very optimistic about improving them!
USER INTERVIEWS
The responses gathered from the user survey helped me to curate 13 open-ended questions to allow me to gain more insight in user interviews.
I conducted 4 in-person user interviews over the course of a week. Participants were invited to join me for a coffee or light meal as I guided them through the interview questions.
The questions were intended to help me understand these participants’ needs, goals, and timeframes around their finances as well as their background and attitudes towards current apps in the market.
Research Goals
- What are users’ pain points when it comes to managing their personal finances?
- How confident do users feel about their money management?
- What do users want from their ideal financial app?
KEY TAKEAWAYS
RESEARCH SYNTHESIS
The amount of feedback I received from conducting user research was abundant! Lots of the responses confirmed my hypothesis but also challenged it. In order to distill specific insights from this information, I decided to create four affinity maps of all of the responses from my user interviews. These affinity maps are; behaviours &* attitudes, needs &* goals, frustrations, and quotes &* facts. These insights have challenged my own beliefs about what is best for users, and have also been extremely helpful for me to move on to the next steps of my design process.
TAKING A STEP BACK...
Although I initially intended to concentrate specifically on young adults with ADHD, I soon realized that young adults in general—neurodivergent or not— are having trouble focusing and finishing crucial tasks as they are faced with constant distractions on their devices.
In light of this realization, I had to update my hypothesis before I continued in the design process.
UPDATED HYPOTHESIS
Spektra's young adult users need an intuitive, organized, and personalized way to take control of their finances, improve their money management skills, and feel more confident in their financial decision-making. The app must minimize interruptions and promote focus to enable users to make progress toward their financial goals
We will know this to be true when we observe a significant increase in the number of users who are able to successfully reach their financial goals with our app.
PHASE 2: CONCEPTUALIZATION
POV & IDEATION
Based on the updated hypothesis and the data collected, the next step is to start designing the interface of spektra. This process involved using the information gathered to create an interface that is user-friendly and meets the needs of the target audience. With careful consideration of the user experience, the interface should be intuitive, visually appealing, and efficient.
WHO AM I DESIGNING FOR?
Through my research, I identified two distinct user groups and decided to create personas to help me design Spektra's interface to better meet their needs. Sophia was chosen as the primary persona since she represents the largest segment of our target audience - young adults with ADHD who are working towards better money management. Isabelle, the secondary persona, represents a precursing demographic of students with very tight incomes who want to learn how to save. By understanding their financial goals, pain points, and behavioral patterns, we can create an interface that is tailored to their needs.
INFORMATION ARCHITECTURE
After creating personas for Spektra's users, I moved on to ideating a site map for the app's interface. The site map is essentially a visual representation of the app's information architecture and hierarchy, providing a clear overview of its navigation and content structure. To create the site map, I needed to consider the main features, pages, and interactions that users will encounter while using the app, and ensure that the site map reflects the needs and preferences of both personas. It was important to keep the information architecture intuitive and user-friendly so that users can easily find what they need and navigate the app without any confusion. Overall, by creating a detailed site map, I was able to better visualize the app's structure and content, and use it as a guide as I began drawing up the first wireframes.
RAPID PROTOTYPING
Finally, after several rounds of user research, ideation, dwelling, twiddling my thumbs, staring thoughtfully out my window, and pondering, I was ready to begin drawing the very first wireframes.
I began by sketching out about 50 super ugly wireframes, playing with the layout and the hierarchy of information. I wanted to focus these rapid prototyping sessions on three main features that I believe will be the most beneficial for our users;
- Buckets (now 'Wallets')
- Round-ups
- Budget Tracker (now 'Insights')
These example prototypes are the first flows for setting up the round-ups feature. This user flow has probably changed the least throughout all of the iterations. I loved building this feature however because it helped me remember that not every flow needs to be a whole process, round-ups set up is short and sweet :)
Phase 3: iteration
Prototype & Test
USABILITY TESTING
I conducted six usability tests on the new Spektra prototype from August 21-26th. Three tests were conducted in person and three were conducted online through google meet. Participants were asked to share some background information about themselves and then they were asked to complete four tasks using the prototype. Usability Test Plan
Click below to view the full usability test prep
Usability Test PlanKEY TAKEAWAYS
With all of the responses I obtained from conducting the usability tests, I created several data visualizations in order to better understand the pain points that existed so far as well as the positive feedback on the interface. These data visualizations included an affinity map and a rainbow spreadsheet. For the sake of brevity, I have only included some key takeaways in this case study.
Click below to view the full data report
Usability Test ResultsEXAMPLE ITERATIONS
To set the stage for this project, I started off by conducting a competitive analysis of some relevant and related apps in Canada. KOHO is the closest comparison to Spektra as they focus on a similar target demographic, and tries to help users with spending and saving habits. Their weaknesses and opportunities helped me the most to understand where Spektra might be able to fit into the market.
HOME SCREEN ITERATIONS
The design of the home screen has posed a significant challenge as I strive to display all essential information in a clear and accessible manner. With each iteration, I have built upon the previous version, experimenting with new ways to draw the user's attention to the most important content. Notable examples include a complete layout overhaul from mid-fidelity to hi-fi #1, and the modification of the CTA card color and hierarchy from hi-fi #2 to our current iteration.
INNOVATIVE FLOWS
When I first tested the wallets feature with users, they found it confusing, frustrating, and boring. Many people also said they didn't want to put money into their wallets right away.
In an attempt to mediate these issues, I broke down the form field into two steps.
- Naming the wallet and category (mandatory)
- Setting goals and dates (skippable)
Users are not prompted to add funds to their wallet until they have created it. This allows for more flexibility and personalization, with fewer steps in the initial setup.
PHASE 4: EXPOSTITION
DESIGN SYSTEMS & FINAL PRODUCT
Spektra has an authentic voice that speaks to its users and makes them feel comfortable. This casual approach also allows Spektra to break down complex or daunting financial language into more digestible terms for users new to the game!
COLOURS
TYPOGRAPHY
UI ELEMENTS
final product
ACCESSIBILITY UPDATES
Before I could launch the final product it was important that I take steps to ensure that my design met accessibility standards. In order to do this, I enlisted the help of 5 other UX design students as well as some friends and family to test out the latest version of the Spektra prototype. The feedback from my CareerFoundry peers was especially helpful and helped me update my design to be as inclusive as possible. I have included some of the more significant changes below along with my solutions/ reasonings.
ONBOARDING
issues
- text fields missing place holders
- text colour contrast fails
changes made
- label of field exists within the field until user clicks to enter information
- when user clicks field it will be outlined in a different colour to indicate they are on that field, label will move above the field and additional text will appear as a placeholder to indicate/clarify what the user needs to enter.
- label colour changed from #B0B0B0 to #D9D9D9. This colour change has passes the Luminosity Contrast Ratio test at level AAA for both regular and large text.
Home screen
issues
- CTA button too small
- Card buttons colour contrast fails
changes made
- Redesigned CTA card for better hierarchy and less crowding. Users eyes are drawn towards 'get started' button
- Button is much larger and meets guidelines for spacing and touch points.
- Fill colour of buttons on wallet and chequing account cards changed from #FFFFFF at 44% opacity to 25% opacity for a contrast ratio that passes level AA for regular test and AAA for large text.
INSIGHTS
issues
- MTD/7 day view chips colour contrast fail
- Graphics need descriptions
changes made
- fill colour of '7-day view' and 'Monthly view' from #FFFFFF at 58% opacity to 25% opacity for a contrast ratio that passes level AA for regular test and AAA for large text.
- pie chart was given a label to clarify what the graphic is for
future changes
- Graphics must have a better description for users who cannot depend on colour coding
My takeaways
I WAS CHALLENGED...
Being that this was the first project that I had run from beginning to end, I had countless challenges throughout the process. I remember a diagram I saw at the begining of this project that depicted "the process of UX design". At the time the silliness of the diagram made me chuckle, but now at the end of this project, I can say I completely understand the truth behind it!
BUT I LEARNED A LOT!
I would say at least 85% of the project felt like a big scribbled mess of information and new skills and I had no idea how I was going to bring it all together. However, as I became more confident in my skills, and my knowledge of UX grew, I finally began to see the light at the end of the tunnel. This project has been the best lesson of "trust the process" that I've ever had. In the future, I know that I will be ready to embrace the chaos with the confidence that it will all work out in the end.