LeMoney

DESKTOP & MOBILE APPLICATION

 

Overview

Teaching Children Financial Literacy

Design a Financial Literacy educational product experience.

Client requested a product to help parents of children aged 10-12. read about and subscribe their child(ren) to financial literacy courses.

The courses cover lessons in: what is money, how to budget, what are the various avenues for saving and investing, as well as practicing pursuing entrepreneurial ideas.


 

Goal

Be clear, drive interest:

Provide a reassuring and captivating experience for parents and children.

Analyzing user and competitor research, the goal was to create an experience that provided parents with:

Clarity on the courses

Easy and flexible booking

Learning through games

Teacher and class reviews

Helpful tips and articles

 

Role

Juggler

Shutterstock Image

Experience and research

The role focused on user research and user experience design.

  • Project management of pre-determined deliverables

  • Interviews and survey of target users

  • Research and analysis of direct and indirect competitors

  • Synthesis of data and insights

  • Hypothesis of best experience

  • Design of site map

  • MVP planning to meet requirements for the initial sprint

  • Prototype design for a responsive experience

  • Testing task flow and prototypes by pre-defined metrics


Audience

Parents and children ages 10-12

Looking to gain or provide financial literacy tools for a successful future.

  • Parents with basic budgeting and financing knowledge for personal or business needs.

  • Have at least one child aged 10-12 years old.

  • Interested in providing child with financial literacy.

  • Additionally geared towards the child(ren).

 

Discovery

Research backed insights

Insights gained through users & competitor research

Conducting parent interviews and surveys led to the discovery of common user points of interests such as influences, pain points experienced, tasks performed, emotions and goals.

LeMoney Persona - Sarah Meyers
 

Specifically, children with autism need visual or auditory rewards and social, interactive experiences to maintain focus in lessons. By creating a score system applied through a game-like experience for the children, I hypothesized that they would gain a hands-on practice of complex financial lessons and maintain interest.

 
OutSchool SWOT
Moneytime SWOT
Duolingo SWOT
 

Direct competitors research provided ideas for useful tools for parents such as teacher bios and reviews as well as class reviews.

In-direct competitor research such as DuoLingo highlighted the power of using interactive lessons; however having a strong belief in digital wellbeing, I decided to conduct a survey to test how comfortable target users were with features that could become addictive such as notifications and streaks.

User survey reveals discomfort with addictive notifications and streaks

The results of the survey supported the theory that addictive features were not preferred by parents regardless of the educational benefit.


Solutions

My tool drawer

User focused solutions

I proceeded to do an affinity diagram and a JTBD framework to gain empathy, identify a persona and key user goals.

Leveraging user interviews, competitive research and SWOT analysis for insights.

 

User goals:

 

Need for promoting entrepreneurial projects for child’s education.

Hands-on learning experience of financial literacy.

 
 

Child comprehends classes independently.

Teaching experience should be focused, engaging and supportive of child’s comprehension.

 
 

Verified, reputable teachers and courses with reviews from previous students.

Child needs motivators to participate such as:

  • Peer comparison

  • Game-like learning

  • Auditory reward feedback

 

Core JTBD:

By synthesizing insights to prioritize features, I designed an overall experience site map and used a card sort to test clarity of navigation.

I then calculated how to divide the design into sprints that focus on creating an MVP for initial steps.

 
LeMoney Site Map

After drafting a low-fidelity prototype to concept multiple screens and task flows,

I then designed a mid-fidelity prototype and tested my hypothesis via a usability test and made adjustments according to the user needs.

 

Results

 

Engaging and educating

A seamless booking experience, paired with an interactive learning tool.

Crafted an experience that would be easy to navigate and useful for parents. Providing information on courses offered, a seamless subscription and booking experience as well as helpful resources on financial literacy.

Additionally teacher background and course reviews provided transparency to parents.

Integrating a game-like learning experience, I designed a sitemap that allows students to gain points by taking courses.

 

LeMoney points can be used to:

  • Shop for avatar accessories

  • Save points

  • Donate points by:

    • Transferring to other students

    • Planting lemon trees

  • Invest points by:

    • LeMoney stocks

    • Opening LeMonade stands as entrepreneurs

 

For the purposes of the initial MVP requested, the interactive features were not implemented into the mid-fidelity prototype but were integrated into the student dashboard design.


Reflections

Turning lemons into LeMoney

Research, insights and keeping it fun.

The LeMoney app draws on research and user interview insights to offer parents an easy experience for reserving financial literacy courses for their children. The app educates the children through the classes but also provides an interactive hands-on practice.

The next steps would be to implement the current UX design into a high-fidelity prototype and retest with users. In an updated version, the interactive elements of the app would need to be designed and tested for further learnings.