DESIGN / PRODUCT / UX — September 2020
Using the Earlybean mobile app, parents can create and manage interest-earning custodial and checking accounts for their kids, allowing them to engage in active and passive learning as they earn, save, invest, and spend responsibly while partaking in financial literacy lessons.
There is a huge gap in financial literacy for kids and teens.
Financial literacy is something parents and guardians often neglect, with the false hope that the schools will teach it, or the child will instinctively pick up the skills as they grow older.
Unfortunately, it doesn’t always work out that way. Kids aren’t born with money skills, because nobody is. Nobody picks these things up without guidance and direction, be it a frugal parent or a skint friend.
The app should help their children and teenagers spend and save their pocket money better, grow their savings, track their spending, partake in active financial literacy lessons and learn how to master their finances, in a fun and engaging space while also allowing parents to create and manage interest-earning accounts for their children, set allowances, oversee their children’s spending and load money for emergencies or for when they’ve earned it.
Roles and Responsibilities
Product Design, Visual Design and Brand Strategy, User Experience Design, User Research and Product Development, defining revenue model and messaging look and tone.
Users and Audience
Earlybean’s users are children and busy parents/guardians who have financially dependent families.
Earlybean is designed to help children and teenagers manage and learn money skills while allowing parents to set up recurring allowances for their children, keep track of their spending and help them on their journey to becoming financially literate.
Scope and Constraints
The platform needed to allow users to do the following:
User Goals Breakdown
Child User goals:
Adult User goals:
Discovery
I started by researching similar products like GoHenry to compare UX flows, feature sets and interaction choices.
User Research
We created two user research surveys, each targeted at our two broad sets of users, children and adults, and conducted open-ended user interviews in tandem with a select group of potential users to further understand user pain points and empathize with them.
We utilized the findings of the primary and secondary research to better understand the personas of our potential target segment, define our brand strategy and decide which features were most needed so we could implement them in our MVP.
Cross-section of some responses from the child-focused survey:
Screens from the final design
Here are some screens from the final product
A high-fidelity prototype of the mobile app was created using Figma
Next steps?
Future Features
The surveys we conducted during our user research phase in product development were very vital in helping us gain empathy and deeply understand the unique needs and critical pain points of each of our user categories.
I gained a deeper understanding of interesting ways to design interfaces that cater to multiple user experiences with wildly different goals within one context. Having an iterative mindset also helped as I designed several versions of the products UX, improving it with each iteration based on user testing and feedback.
Also of note is the better understanding I now have of the critical importance of effective UI gamification in attempting to keep children engaged in educational features.