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:
Role
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.
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.
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.
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.
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.