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Lawn Buddy

Mobile Design * Lead UX/UI Designer * August - November 2023

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The Project

The goal was to create a finance app that eliminates the need for multiple finance apps. Designed for everyone, it was created to accommodate a wide variety of personal finance needs. 

OVERVIEW

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Process

The focus of this project was to dive deep into UX methodology in order to create an intuitive, streamline application.  Not only has is it the goal to identify the needs of the user, but to provide great solutions. 

 






 

PHASE  1:   RESEARCH

Competitive Analysis

Competitor Profile

  • Market Strategy

  • Key Features

  • Market Advantage

SWOT Analysis

  • Strengths / Weaknesses

  • Opportunities / Threats 

UX Analysis

  • Usability

  • Layout & Navigation Structure

  • Composition

Summary

Where Paypal and Venmo excel is in their usability, familiarity, security, marketing and reputation, and clear and simple layouts. Competing with them would require the same levels in all these areas in addition to the added features. However, neither of these apps focus on creating an all-encompassing banking experience, and this is where I believe there is room to create something.

Looking at Paypal and Venmo:

Both apps perform a variety of financial functions, and they have their strengths, but neither is an all-in-one simplified digital wallet

Surveys & Interviews

In order to add value through my designs, I needed to understand how people currently use financial apps and discover what problem is the correct problem to solve. In order to do so, I conducted interviews with 4 people ages 19-52 of various demographics via Zoom.

What could I learn from talking with these people?

I wanted to understand current behaviors of other people regarding personal finance

I wanted to understand how people currently felt about digital finances

I wanted to uncover what features would add the most value to each person

After expanding my knowledge through research, I boiled down my findings into 3 key learnings:

ENJOYABLE BANKING

Many people use the app of their bank, despite usability issues or limited functionality, which leaves room for improvement in enjoyability.

KEEP IT SIMPLE

People steered clear of complicated banking methods and features.  People were drawn to the straightforwardness of tasks such as transferring money, checking a balance, or paying a bill. 

BUILD FOR VARIETY

The way that people approach finances varies greatly, especially across demographics. 

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PHASE  2:   DEFINE

Personas

Before creating User Personas, I created user stories to better understand someone’s potential needs. This also helped me decide on the functional requirements for Cove Wallet, so that I could refer back to them throughout the project and keep focused.
 

Based on these user stories, I created user personas. Cove Wallet’s target market is large, so I chose to create two main user personas to represent the market under age 30 as well as the market above age 40. I identified that those I interviewed below age 30 commonly used digital banking apps while those over the age of 40 leaned towards a combination of digital and print methods.

Mental Maps

Using all of the research collected, I created a mental model for each user persona in order to understand how someone might interact with the app, and to create a more intuitive experience from start to finish. 

Information Architecture

Based on the insights gained from the initial content audits, competitor analysis and card sort from my user interviews, I designed the sitemap.

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Task Analysis

Finally, I created a task analysis and user flow for each persona. This gave me a clear picture of the steps that someone would need to take to get to their final goal, and how to deliver this goal in the most effective manner possible.

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Jackson's Objective

Jackson wants a way to send money to friends quickly through an app that will track and combine his spending so that he can keep track of how much he has spent. 

Start Point: Dashboard
Success Criteria: Confirmation Screen

Tasks:

  1. View Dashboard

  2. Send & Receive on Navigation Bar

  3. Search by phone number or email

  4. Type in amount

  5. Choose a way to pay

  6. Review Transaction

  7. Send or cancel

  8. Confirmation Screen

  9. Return to Dashboard

PHASE  3:   IDEATE

Wireframes

Since simplicity and ease of use are some of the biggest aims of Cove Wallet, the number of screens were kept to a minimum and I wanted to focus on highlighting the core features. I started with pen and paper wireframes, and created multiple versions of each screen until I found a combination of features that I believed could help someone solve problems in an intuitive way.

Low-Fidelity Mobile 

Create
Spending Report

Cancel a
Subscription

Transfer Money

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Mid-Fidelity Mobile 

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PHASE 4:  TEST

User Testing

"Ok, I have my working prototype, let's see how people interact with the design."

Background

The goal of this study was to observe and document the learnability for new users interacting with Cove Wallet for the first time on mobile devices. Specifically, I wanted to observe and measure if people could understand the app, its functions, and how to complete basic initial functions such as logging in and searching for and navigating to a specific task.

Methodology

  • Moderated Remote Tests

  • Participants tested a mobile prototype while meeting online with me via Zoom

Metrics

  • Learnability: Success Rate

  • Errors: Jacob Nielsen Scale

  • Efficiency: Length of time to complete given task

  • Satisfaction: 1-10 point rating scale 

Key Questions

  • Is it understandable?

  • Is it easy to use?

  • Does it add value?

  • Does it solve the problem?

Results

I then created Usability Test Results through Affinity Mapping I extracted Positive Quotes, Observations, Negative Quotes, and Errors from my interviews. I created a Rainbow Spreadsheet (click to view) and identified which areas to iterate.

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PHASE 4:  ITERATE

Design Language

Lastly, I created a design system language that could be followed in the future to ensure consistency throughout the app. To these designs, I applied Gestalt Principles, color theory, and grids to maintain consistency. 

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Final Designs

I made changes based on the user feedback and then reached out for additional feedback from some fellow designers. I created a newer, high-fidelity version of the app that featured improved spacing, larger icons and clearer text.

TRANSFERS

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SUBSCRIPTIONS

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ANALYTICS

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Prototype

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My Learnings

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