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Let's connect families and
build financial literacy, to make a
lasting 
positive impact

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Team: Pearl B., Mya D., Rachael Z.
Role: Product Designer
Project:  Scholar Dollars
Timeline: September 2023 - December 2023

1. Understanding the Market & User

To build a financial literacy product from 0 to 1 we needed to understand the current market, possible competitors, and our target users.

Macro Scale Insights

87%

of teenagers do not understand their finances (Forbes)

68%

of young adults go to their parents for financial advice (Pew Research)

35states

out of 50 states scored a C or below in financial literacy education (A.P.E.F.)

Mapping Insights

After gathering and compiling key secondary research, we mapped out ideas, questions, and points for further research and even possible product solutions

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User Interviews

With broad insights in mind, we decided to conduct 6 user interviews with target populations to identify user goals, needs, and pain points. We targeted national users from middle to low-income families who were interested in financial literacy. We also made a conscious effort to engage with people who attended schools in different states.

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All 6/6 users wanted to learn with their parent or child

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4/6 users did not want to upload, share, or connect any personal financial information

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Users shared where they had positive digital learning experiences

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Competitive Analysis

We utilized user interview insights and macro-scale research to define 5 competitors across 3+ competition types. 

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There is a gap in the market for intergenerational learning between parents & children

The market is already saturated with apps requiring personal financial info

2. Early Iterations

After gaining insights into user goals and pain points as well as current market offerings and trends we began laying out our prototype's foundation

Information Architecture

With product features and common user goals in mind, we collaboratively built different user flows for our app to lay out a defined information structure
Afterward, we sketched screens and placed them in order, then moved to building a low-fidelity clickable prototype

Our final diagram and process can be viewed here

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3. Usability Testing & Insights

Once a low-fidelity prototype was developed we conducted 5 usability tests and paired them with heuristic insights to steer Hi-Fi iteration

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Heuristic Pairing

After each usability test, we paired pain points with heuristics and then marked their severity level to pinpoint high-value iteration areas

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key Insights

To access our full usability report please click here.

1. Module Screens

All 5/5 users noted confusion with the "Start Over" button's functionality in the modules section of the prototype

The "Continue" and "Previous Lesson" buttons also confused multiple users. Relatedly, the "Take Quiz" button's reliance on toggling to the "Private Loan" tab resulted in a notably common usability issue.

2. Quiz Screens

3/5 users described concerns regarding the lack of a back button during quiz sections.

Users signifcantly noted the interest in immediate feedback during quizzes. For example: correct, incorrect, as well as answers / solutions.

2. Quiz Screens Continued

2/5 users strongly advocated for a form of progress bar during quizzes 

3. Home Screen

2/5 users noted significant confusion regarding the "6 Hours" achievement label displayed at the top of the home screen.

4. High Fidelity Iteration

User Interface Style Guide:

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4. High Fidelity Solutions

Implementing targeted usability-test insights alongside developing a defined visual system

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Hi-Fi Design Iteration:

Module Screen Development

Problems:

5/5 users noted confusion with the start over button functionality

2/5 users described not wanting to see the menu / accidentally tap it when learning 

Solutions:

Streamline button choices into Continue and a top back arrow

Remove the bottom menu dock and profile access  when engaging with learning modules

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Paper Prototype

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Digital Wireframe

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Hi-Fi Prototype

Quiz Screen Development

Problems:

3/5 users described concerns regarding the lack of a back button during quiz sections.

2/5 users strongly advocated for a form of progress bar during quizzes 

Users signifcantly noted the interest in immediate feedback during quizzes. For example: correct, incorrect, as well as answers / solutions.

Solutions:

Streamline button choices into Continue and a back arrow

Remove the bottom menu dock when engaging with learning modules

Add in immediate motion, color, and text-based feedback during quiz

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Paper Prototype

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Digital Wireframe

Hi-Fi Prototype

Home Screen Development

Core Problem:

2/5 users noted significant confusion regarding the "6 Hours" achievement label displayed at the top of the home screen

Solution:

Edit achievement bubbles to better describe the achievement itself 

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Paper Prototype

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Digital Wireframe

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Hi-Fi Prototype

Hi-Fi Prototype

Retrospective:

Throughout the project, our team often communicated well and took on critiques happily. However, my knowledge of accessibility was/is not as strong as I would like it to be. During final presentations, aside from positive notes, our lack of accessibility within the contrast between type and brand color during the quiz section stood out to me (this was fixed for the final high-fidelity prototype). 

In the future, I hope to learn more and take on a more active approach to accessibility. I believe my upcoming course: Needs Assessment and Usability Evaluation should hopefully bolster my knowledge and make me a more successful teammate and product designer.

Thank you

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