Tag: innovation

  • Case Study: Designing WalletWize

    Case Study: Designing WalletWize

    Introduction

    WalletWize is a financial education app designed to help Gen Z users understand and manage their personal finances. The goal of the app is to create a seamless and engaging user experience that makes learning about money feel intuitive, approachable, and empowering. To create WalletWize, our group followed the Design Sprint method developed at Google Ventures. This method is a five-day process that rapidly takes a product from idea to prototype to user testing.

    For our project, we stretched the five-day Sprint into a five-week format, dedicating one week to each phase of the process. Our team collaborated virtually via Zoom and used Miro for digital whiteboarding and collaboration. What resulted was not just a prototype, but a deeper understanding of teamwork, design thinking, and problem-solving.


    Design Sprint Overview

    The Design Sprint is broken into five phases:

    1. Map + Sketch: We defined our problem, conducted research on our target audience, set goals, and sketched potential solutions.

    2. Decide + Storyboard: We used a series of voting techniques to narrow down our best ideas. From these, we created user flows and a storyboard.

    3. Refine + Prototype: With our finalized storyboard, we divided tasks based on our individual strengths and built a functional prototype.

    4. Test + Collect: We conducted remote user testing sessions with Gen Z participants. We gathered feedback on functionality, visual design, and user experience to determine what worked well and what could be improved.

    5. Reflect + Report: We compiled our findings and insights into a final Design Sprint report and individual case studies, summarizing the project and sharing key takeaways.


    Problem Statement and Research

    The problem we focused on was the lack of accessible, engaging financial management tools for Gen Z. To guide our ideation process, we created the following “How Might We” questions:

    • How might we engage Gen Z so they stay on our app instead of switching to another one?
    • How might we make learning about money feel as addictive as scrolling through social media?
    • How might we simplify complex financial concepts to make them easier and more engaging to learn?
    • How might we encourage users to return and build lasting financial habits?

    We also defined a long-term goal: In two years, WalletWize should help Gen Z form consistent money habits by making the app a daily or weekly routine.

    To better understand our target audience, we conducted background research. We found that Gen Z:

    • Relies heavily on parents for financial advice
    • Consumes most content on mobile devices
    • Faces increasing financial challenges including student debt and housing costs
    • Spends a significant amount of time on social media

    These insights shaped both our design decisions and our content strategy.


    Sprint Activities

    Phase 1: Map + Sketch

    We began by naming the app and selecting a color scheme through voting with red dots. We chose “WalletWize” as our final name and adjusted our palette to include a bold royal blue and bright orange to appeal to Gen Z.

    App Names and Color Scheme Ideas.

    Next, we created a map that began with app onboarding and ended with our goal. The steps in between represented the key features and actions users would take to reach that goal, including navigating through course content, selecting topics, and engaging with rewards.

    WalletWize’s User Journey Map.

    We then conducted Lightning Demos. Each team member analyzed apps related to finance and education, collecting visual inspiration and discussing which features we might borrow or adapt.

    Finally, we worked through the 4-Step Sketch process individually:

    • Capturing notes and inspiration
    • Generating quick ideas
    • Exploring variations in Crazy 8s
    • Creating refined solution sketches
    4-Step Sketch: Part 1 (Notetaking) and Part 2 (Ideas).
    4-Step Sketch: Part 3 (Crazy 8s) and Part 4 (Solution Sketches).

    Phase 2: Decide + Storyboard

    To narrow down ideas, we used Heat Map Voting to highlight the best elements of our sketches. Then we used Straw Poll and Supervote techniques to select our top concepts.

    Each group member created a six-step user flow. We voted on the most promising user journey and then expanded it into an eight-step storyboard that showed the elements of each screen.

    WalletWize’s User Flows and Storyboard.

    Phase 3: Refine + Prototype

    We divided responsibilities based on skillsets. Some focused on wireframes in Canva, while others built out high-fidelity prototypes in Figma. Our illustrator created visual assets, and our Stitcher ensured consistency and flow across the prototype. The prototype included interactive screens for onboarding, budgeting lessons, quizzes, and progress tracking.

    WalletWize’s Wireframes created in Canva.
    Final Prototype screens created in Figma. To view all final screens, click here.

    Phase 4: Test + Collect

    We prepared a script and conducted five remote user interviews. The sessions were recorded via Zoom. One person led the interview while others took notes.

    We created pre- and post-surveys to collect demographic and usability feedback. The pre-survey gathered background information, while the post-survey measured user satisfaction and experience.

    Phase 5: Reflect + Report

    In our final week, we divided responsibilities to create our final Design Sprint report and individual case studies. We reflected on our learning, analyzed our data, and finalized our deliverables.

    To view our group’s final report, click here.


    Results and Outcomes

    Our final clickable prototype of WalletWize received positive feedback from users. Participants appreciated the modern design, friendly illustrations, clear navigation, and overall user experience.

    One area for improvement identified during testing was the content tab. Several users were unsure how to navigate it. A suggestion to add a FAQ button to the home screen was also noted and would be implemented in future iterations.

    Overall, user feedback affirmed that our design choices were intuitive and engaging. The app met its primary goal of helping Gen Z users feel more confident in managing their money.

    Pie charts based on user testing feedback.

    Learnings and Reflection

    The Design Sprint was an exciting challenge. It taught us how to work quickly, think strategically, and communicate clearly. We learned how to facilitate discussions, manage tasks virtually, and design with the user in mind.

    Each member of our group brought unique strengths to the project, and we built a workflow that allowed us to support one another and stay organized. Conducting the Sprint virtually had its challenges, but we navigated them well using tools like Miro and Zoom.

    Beyond the technical skills, we learned how to stay adaptable. Whether it was a user who couldn’t complete a task or a design that needed to be reworked, we stayed open to change and focused on improvement.


    Conclusion and Next Steps

    The Design Sprint was more than just a framework; it was a powerful learning experience. From problem definition to user testing, we moved through each phase with purpose and creativity. WalletWize is the result of thoughtful collaboration, honest feedback, and user-centered design.

    As we look to the future, we are excited about the potential of WalletWize. With further development, we hope it becomes a trusted tool for Gen Z users who want to improve their financial literacy. The lessons we learned in this Sprint will continue to inform our approach to product design and collaboration in our future careers.

  • Unlocking Creativity: Exploring the Ideation Phase in Design Thinking

    Unlocking Creativity: Exploring the Ideation Phase in Design Thinking

    Creating an App: The Beginning Phase

    This week, I was presented with a thought-provoking question: How do you create an app? And where do you start? As part of my graduate class on Ideation, Prototyping, and Testing, I was challenged to explore the beginning stages of app development. Until now, I had never considered creating my own app. Faced with this creative challenge, I wondered: Where do I begin?

    I started by diving into the Ideation phase of the Design Thinking Process. This stage is all about generating ideas – the good, bad, and everything in between – to identify potential solutions to a problem. Through research, I discovered various Ideation techniques, including Brainstorming to Worst Possible Idea to Mind Mapping, and more. Ultimately, I decided to experiment with three techniques: Braindumping, Mind Mapping, and Sketchstorming. Here’s how each method shaped my app idea.

    My Ideation Phase of Creating an App

    Braindumping: Getting Every Idea on the Table

    I began with Braindumping, a technique that involves writing down ideas freely without judgment or filtering. Using sticky notes, I jotted down responses to key questions: What are my interests? What do I look for in an app?

    This exercise helped me identify four core interests: running, traveling, food, and dancing. I then brainstormed potential apps for each category.

    • Running: A platform to connect with local runners or a personal coaching app.
    • Dancing: A virtual dance studio offering live and pre-recorded lessons.
    • Traveling & Food: An app that helps users find restaurants based on dietary preferences and allergies.

    One idea resonated with me the most: an app that combines food and travel to help users find restaurants based on dietary restrictions. This concept stemmed from a personal experience with my mom; she follows a gluten-free diet and often struggles to find suitable dining options. With this in mind, I moved to the next phase: expanding the idea through Mind Mapping.

    Mind Mapping: Structuring the Concept

    To further develop my idea, I created a Mind Map, a technique where a central theme branches out into subtopics and related concepts. At the center of my map was the core idea: A restaurant-finding app for dietary preferences. From there, I created branches to explore the app in more detail:

    • App Features
    • Pages/Tabs
    • Goals

    Mind Mapping allowed me to see the app’s potential features at a glance, providing clarity on what to include in some potential mockups. This led me to explore the Sketchstorming technique.

    Sketchstorming: Bringing the Idea to Life

    Sketchstorming involves quick, rough sketches to conceptualize a product’s interface and layout. I began by sketching the app’s landing page and main tabs:

    • Profile: Where users input their dietary restrictions.
    • Search: A customizable restaurant-finding tool.
    • Translation: A language-assist feature for travelers.
    • Community: A space for users to share restaurant recommendations.

    Sketching helped me visualize the user experience, making the app feel more tangible. I realized that combining ideation techniques – starting broad with Braindumping, refining ideas through Mind Mapping, and visualizing them with Sketchstorming – was instrumental in shaping my concept.

    Reflections and Next Steps

    This was my first time formally using the Design Thinking Process, and it was both challenging and rewarding. By exploring multiple ideation techniques, I gained a deeper understanding of how to refine an idea and bring it to life. Moving forward, I’m excited to continue to study the Design Thinking Process.

    Have you ever used an Ideation technique? I’d love to hear how you approach creative problem-solving!