Savely- iOS Platform
Overview
A platform that promotes effortless savings as you go about your daily routine. The microsavings app operates through an intricate set of rules, seamlessly helping users save without disrupting their everyday activities
Process - The goal was to determine whether an incentive-driven app design could encourage users to save more. I developed two versions: Version A, a standard design, and Version B, which incorporated gamified, incentive-driven elements. I applied the Octalysis framework, which is structured around eight core drives that influence user behavior. These drives help shape the gamified elements to evoke specific emotions, guiding how users engage with the app.
Role
Sole Designer
Part of Master Thesis Project- Nordea
Processes Used
Testing, UX Processes
Timeline
3-6 Months
Brief intro to gamification
The key factors when gamification is introduced is always focused upon the motivation and engagement of the user and the more the number of participants present in the study the more fine-tuned the results can be. The aim to focus on the aspects of both gamified and non-gamified versions of the same application and look through the evaluation techniques of the Octalysis framework
Key Problem
Can the addition of gamified components, which provide a sense of virtual fulfillment, improve engagement within the app and increase communication with the user?
Initial Research
In developing a financial savings application based on micro-savings, we conducted an in-depth analysis of several existing micro-savings apps in the financial market. The research focused on building a solution aligned with these established models
User Study
The study was conducted to have an understanding of their saving patterns and how they manage their money. The user research used a basic questionnaire format with four main categories: knowledge of his mobile phone patterns, knowledge of mobile banking, money management, and knowledge of his children's spending patterns. The purpose of the questionnaire was to get an overview of how the users went about their money management. The major outcomes from the pre-study were that :
User Journeys
Based on the user journey and the persona a clear picture of how a potential user would walk through the app and the key incentives the app could have was drafted.
Ideation and Wireframing
The goal was to create two versions and conduct Moderated User Testing among these versions to see the response of the users towards a regular version A and a gamified Version B. The key features for these were listed below
Version A and Version B
The main goal is to understand whether in the application the introduction of gamified features based on the Yukai-chou Framework leads to greater interaction with the application.
Solution
Two versions of the application were created, and along with it, there was testing done as well as analyzing according to the KPI metrics. The main goal was to understand which version worked best and motivated the users to use the application
Version A
Feature Walkthrough Version A and Version B
Dashboard
In the general Dashboard, you get the key elements. Owing to introducing of gamification. Version B has the elements of fun and vibrant structure
Gamified elements
There is a construction of gamified elements such as badges and group quests in order to spur saving habits and also allow the users to engage with the application even more.
Conclusion
By incorporating game-like elements such as points, badges, and leaderboards, version B creates a more immersive and rewarding experience for users, which in turn keeps them more engaged and interested in the product.
Secondly, the gamified version may have provided clearer feedback loops for users. In game design, feedback is essential for helping players understand how their actions affect the game world and how they can improve their performance. In a similar way, the gamified version of your product may have provided clearer feedback loops to users, helping them understand how their actions within the product affect their progress and success.
Lessons Learned
What was delivered and how
- Services.
- Deliverables
-Outcomes
Selected Works
CrumbsUX Design, UI Design
SavelyUX Design, UI Design
Readly- Marketplace for Car ServicesUX Design, UI Design
Qlinea & StilleHMI Design
TeliaUX Design
Design highlightsUI highlights