UX Strategy
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Overview - School Project
An all-in-one digital wallet app experience.
Team
Role
Tools
Duration
Gabriela
Rui
Suebin
Alexandra
UX/Research
UI Design
CaseStudy
Script
Figma
After Effects
Miro
3 months

Problem

Solution

For everyone from any generation, handling money digitally has never been so simple and exciting. Our challenge was to remove any information that could be viewed as confusing and overwhelming while also making sure the user will still feel confident while using the app.

Venmo explores an easier way to make it comfortable for anyone from tech-savvy to non-tech-savvy through different new features. Users will be more confident using the Venmo app relying upon it as their main wallet and being financially organized. With a new redesign of being more playful and approachable, this was achieved through illustrations, vibrant colors, and less overwhelming content.

02
Process
03
Discover

Market Research

Research Goals:
Through our research, we wanted to really know our target audience. Over 7 million users belong to the 18-34 age group. We decided to interview different types of age ranges to get a better insight into how digital wallets are used in their daily lives, if any. Also, understand the changes digital wallets have done in society. Discover the difference between its competitors and create a new and improved Venmo.

Competitive Analysis

Google uses NFC technology, erasing your data as soon as the payment is complete.
-The security is very reliable and strong.
-links to your Google account easily.

Zelle offers more than 1,000 banking apps. It’s an easy way to transfer money to another bank.
-Easily change accounts within the app compared to its banking apps.

Cash App is simplified reimbursements, and easily makes and receives mobile payments.
-Easy to remember the different functions.

Worldremit can be used with over 130 countries worldwide.
-Cash collection for instant exchange, bank transfer, mobile money, and airtime top-up.

Empathy Interviews

We interviewed 13 empathy interviews all ranging from 18 to mid-50s. We wanted to expand our target audience to understand their point of view of the new digital money world.

who we interviewed:
-College students
-International students
-Travellers
-Side Hustlers
-Business Owners
-Parents

Affinity Mapping

Personas
Journey Map
04
Define

POV/HMW

Through each persona’s POV, we emphasize the right
design challenge to resolve the user’s needs.
05
Ideate
Insights + HMW Idea Selection
Through our selection, our goal was to brainstorm and discuss our ideas.
While keeping in mind the following:

1. Safety of kids’ spending.
2. Comfort in using a digital wallet.
3. An easy travel experience.
4. Guidance and privacy in finance.
Wireframes
From all the information and research we gathered, the wireframes
allowed us to map out how each element would look on each screen.
This helped us visualize how users will navigate.
Moderated Usability Testing
We conducted moderated usability tests for each user flow prototype. Our group consisted of 12 volunteers ranging from the ages of 19 - 54 years old. Based on our user feedback we were able to iterate important key pain points to create a better user experience overall before the final design.
- Instead of adding cards on the profile page, users preferred adding cards to be located on its own page since it is easier to navigate.
- Instead of going back to the previous page(s) to send money, the users preferred to have direct access to pay/request in the chatroom page.
- Rather than entering the budget in settings, the users preferred it be easier to just have it on the Travelers Page instead. Making it less confusing and unnecessary to go in a whole different section.
- Instead of guide being on the whole set up of the account, users found syncing contacts and adding first payment of method to be priority. Guided set up was moved from ‘Get Help’ under settings to the profile page for easier access.
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