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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?

Fundamental-UX-Design-Process-by-Fruto-The-UX-process

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 : 

  • A proper understanding of his cash flow is required. The user needs to know how his income and expenses are getting affected.
  • Saving is a priority
  •  Would like to exert some control regarding his expenses when it comes to his family
Pain-Points

Personas

The pre-study results identified a core group of personas, which played a crucial role in communicating user insights to key stakeholders, including product managers and developers. These personas ensured a shared understanding of user needs throughout the development process.

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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.

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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

  • RoundUp Rule - Round up every purchase to the nearest kronor and put the spare change into your chosen goal
  • Frequent Expense Option - Set an upper or lower limit to your mandatory expenses so that difference could be sent to your goals.
  • TimeLine Option - Money is transferred to the goals based on a specific timeline
  • Guilty Pleasure Option - Set amount of money to be de- posited if you give into your guilty pleasure

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. 

Fundamental-UX-Design-Process-by-Fruto-Page-flows

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

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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

Version B

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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.

Group quests, Insights, Badges

In order to push the users towards savings towards some specific goals that they may have, this is achieved via implementing saving rules. These rules essentially give the user the freedom of choice to choose whichever rules give him the best stress-free techniques.

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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.         

  • User Interface Design   
  • Iterative Design
  • Design Maturity             

- Deliverables

  • Multiple Designs
  • Stakeholders Analysis
  • UI Improvements

-Outcomes

  • Increase in design maturity
  • Revamp the users needs
  • GUI address the entire holistic space

Selected Works

CrumbsUX Design, UI Design

SavelyUX Design, UI Design

Qlinea & StilleHMI Design

TeliaUX Design

Design highlightsUI highlights