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PlayPal

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Gamified Financial Literacy for Kids

My UX Design team was placed in a startup incubator and prompted to identify an opportunity by sub-branding with a company that could stand on its own but would better meet its potential as a member of an existing family of products. The outcome was a partnership with PayPal to promote financial literacy for kids. Let's take a look at how we got there...

Role

UX Designer & Researcher

Team

2 Designers/Researchers, 1 Project Manager 

Timeline

Tools

2 weeks

Figma, Zeplin, Photoshop

FINAL SCREENS

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SCOPE

Let's Talk About the Project

Our project delves into the realm of financial education for children. We started with the hypothesis that both schools and parents encounter obstacles in teaching money management for children, while children may not always show a natural inclination to learn these skills.

VALUE PROPOSITION

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Lack of financial literacy resources for children

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Opportunity to accelerate financial literacy

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Set up kids for financial success

TARGET AUDIENCE

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Parents of Children  ages 6-9

Children ages  6-9

UX Process

These are the key processes we followed through research, design, and testing to inform our final MVP. 

UX Process

Why we chose to partner with PayPal

We chose to partner with PayPal because they embody a safe and secure financial environment catering to an audience of both adults and children. Below is a Venn Diagram which  outlines our reasoning.

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  • Secure and trustworthy

 

  • Purchase Protection

 

  • Send money

Safety

 

Users across generations

 

In-app purchases

  • Gamified education

 

  • Parental Involvement

 

  • Investment in kids + families

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So we asked ourselves...

How might we provide parents with accessible and age-appropriate financial education resources for their children's development? We turned to a series of research methods to glean insights on our target users.

USER RESEARCH

Getting to know our Users

We interviewed 3 children aged 6-9 and 5 parents with children aged 6-9 to gain a comprehensive understanding of the parent-child relationship regarding financial literacy. This approach aimed to uncover insights into their perspectives, needs, and challenges, informing our design decisions.

RESEARCH GOALS

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Discover how children are currently learning about finances

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Explore opportunities for growth in children's financial literacy

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Learn parents' pain points of educating children

USER INTERVIEWS

5  users:

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Parents of Children  ages 6-9

Children ages  6-9

Affinity Mapping

We scripted a discussion guide and compiled notes during interviews. These notes were then  written on post-its and mapped together into logical groups.

Affinity Map

FINDINGS FROM USER INTERVIEWS

The insights we gained from user interviews set the stage for the core features that were later implemented into our MVP. These insights would be  implemented as the first  set of features that would add significant improvement to the overall product:

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Parents aim to teach financial concepts to their kids but lack resources

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Parents aim to oversee children's spending, while children seek more autonomy

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Kids learn best through games and interactive activities

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Parents allow non-essential spending when the needs vs. wants difference is clear

Once we pulled  insights from user interviews, we decided to create a persona of our user and outline a day in their life via journey map. 

DEFINING THE USER

Putting a face to our user

Meet Anna and Ivan

We found it important to put a face to our user research insights in order to build empathy and assimilate with the target audience's goals, needs, and frustrations.   

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  • Offers financial guidance to her child

 

  • Provides allowance & oversees spending

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  • Actively seeks out learning resources for child

Understands benefits of building good habits early

 

Desires a safe learning environment

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Desire for apps to accomplish goals​

  • Trust in parents' recommendations​

 

  • Learns best with interactive games

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  • Developing sense of capability and desires more independence

CHILD

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PARENT

User Persona of Parent and Child

KEY POINTS

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Ivan wants to learn about money, and his mom, Anna, is key to his learning

Anna is frustrated with the lack of financial education for kids and seeks a simple solution for Ivan

​Anna wants to monitor Ivan's learning

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A day in the life of Anna and Ivan

By utilizing a User Journey Map, we uncovered insights into our user personas' emotional journey and how their decision-making was influenced. Here is a story of Anna and Ivan's trip to the toy store which outlines the importance of financial literacy in kids' day-to-day interactions. This helped us find opportunities where a potential product would be beneficial.

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The day begins with a car ride to the toy store where Anna gives $10 to Ivan for his good behavior

We want to pay attention to the emotional benefit of hands on rewards when learning. Keep this in mind as this will be retained in our product.

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At the toy store, Ivan wants to buy everything he sees and is not happy when Anna explains to him that they have to stick to a budget

We think we could help Anna teach Ivan to not impulsively spend, but instead, consciously spend. This brings up the lesson of needs versus wants.

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They leave the toy store and Anna hands Ivan PlayPal to learn from his experience in the toy store

This helps Ivan have fun while learning and continue developing a healthy relationship with money.

The act of envisioning how users would benefit from our product gleaned key design ideas. Before jumping into design, we set core product design principles to abide by based on research. Let's take a look at how we decided on product features below.

DESIGN PLANNING

How we decided on design features

Must-Could-Should-Won’t Framework (Mu-Sh-Co-Wo)

Each member of our group wrote down a few features on post-its that could potentially be included in our MVP design. We then utilized a Mu-Sh-Co-Wo framework to rank these features by deciding if a feature Must, Could, Should, or Won’t be included in our MVP.

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Mu-Sh-Co-Wo Map

MOST IMPORTANT FEATURES

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Orientation to platform

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Fun Visuals

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Parent Involvement

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Rewards

Educational Games

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Avatar Customization

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Story Mode

Feature Prioritization Matrix

Once we decided on the most important features using a Mu-Sh-Co-Wo Framework, we compiled those features onto a Feature Prioritization Matrix. Here, we ordered features based on amount of effort required and level of priority.

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Feature Prioritization Matrix

FEATURES TO BE INCLUDED IN MVP

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Create an Account

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Wallet/Savings

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Parent Involvement

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Avatar Customization

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Kid Friendly Interface

Progress Tracking

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Levels

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Story Mode

The Mu-Sh-Co-Wo Framework helped us measure the importance of features, while the Feature Prioritization Matrix assisted in deciding what features were most realistic to be included  in our MVP.

DESIGN PLANNING

Setting the ground rules for our design

Just before sketching our design, we set  product principles to abide by to ensure that product values,  elements, and color schemes were kept consistent with user research.

Product Principles

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Clarity

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Progressing Game Status

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Self Paced

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Engaging Education

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Encouraging

Style Guide

When it came to hi-fidelity prototyping, we decided on a Style Guide that we found would cater to the spirited energy of our target audience, 6-9-year-olds. Our style guide was informed by our product principles, as well as taking inspiration from popular children's apps.

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Product principles formed the very foundation of our brand and helped guide us as we designed and developed PlayPal Kids.

DESIGN

Getting to work on our design

Low-Fidelity              Mid-Fidelity Wireframes

My team enthusiastically jumped into design, hence our mid-fi wireframes looking so mature.  Our team each sketched a potential user flow of the PlayPal platform with regards to the core that surfaced in our Mu-Sh-Co-Wo Framework and Feature Prioritization Matrix. Here are how some of our sketches were directly translated into our mid-fidelity wireframes.

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Avatar Customization

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Levels

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Orientation to platform

Educational Games

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Wallet/Savings

Kid Friendly Interface

Story Mode

Create an Account

TESTING

Testing our screens

We tested children and parents separately, and had a child-specific user flow, and parent-specific user flow. We conducted 5 tests with kids, and 5 tests with parents.

5

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Parents of Children  ages 6-9

Children ages  6-9

5

 Rounds of testing:

TASK

1. Create a profile

2. Begin story mode

TASK

1. Open the menu and check your child's progress

Round 1

TESTING

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Child Testing Round 1

Conducting and receiving feedback with children was a riot, as you could imagine. Overall testing was a success. The key spaces for improvement was aligning terminology to kid-friendly language, ensuring call-to-action elements were large enough to grab a child's attention, and confirming all UI design was kept consistent.

TASK CREATE A PROFILE

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Log In/Sign Up

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Onboarding (Nickname)

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Onboarding (Grade)

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Onboarding (Age)

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Avatar Selection

Instructions

TASK BEGIN STORY MODE

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Dashboard

Game Dashboard

Journey Map

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Home Overview

Home Entrance

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Parents Testing Round 1

Although user testing on parents ran smoothly, we received ample feedback about adding a feature that allowed parents to check their child's progress from the parents' own device. This inspired a parents-only log in on mobile which was implemented for the 2nd Round of testing.

TASK OPEN MENU AND CHECK YOUR CHILD'S PROGRESS

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Dashboard

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Side Menu

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Achievements Overview

With Round 1 testing complete for children and parents, we analyzed our finding and made updates...

Updates made after Round 1 testing

ITERATE

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Child Testing  Updates

BEFORE

AFTER

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SIGN UP / LOG IN SCREEN

Increase size of buttons for call-to-action elements

Users spent more time on tasks than necessary because the correct answer was not made clear

 

Actions

  • Increased size of SIGN UP  button and placed it in a more actionable location

  • Highlighted all buttons across interface that require a call-to-action to steer users in the right direction

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BEFORE

AFTER

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GAMING SCREEN

Terminology needs to be updated

Users had trouble deciphering the language used for certain navigational elements

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Actions

  • Changed GAME ZONE   to   MINI GAMES

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BEFORE

AFTER

JOURNEY MAP SCREEN

UI must remain consistent

Users were confused as the visuals of screens switched when accessing "Journey" mode

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Actions

  • We re-evaluated the style of the medium-fidelity design to match it to the rest of the interface

AFTER

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BEFORE

JOURNEY MAP VIRTUAL ROOM SCREEN

Prototyping needs updating

Prototype was originally "On Drag", but users expected it to be "On Click" when navigating the virtual room

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Actions

  • We changed the action to move around the room from a drag to a click

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AFTER

BEFORE

ORIENTATION SCREEN 

Removed progress bar from sign up process

Users thought the progress bar it was a timer

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Actions

  • Removed progress bar

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Parents Screen Updates

Parents can now access their child's progress through the child's log-in, and their own mobile log-in.

VIA CHILD 'S ACCOUNT (TABLET)

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VIA PARENT ACCOUNT (MOBILE)

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Made parent access log-in available from child view and parent mobile app

Parents wanted to be able to access their child's account progress from their child's device and their own

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Actions

  • Added a mobile version and separate log-in for parents

OPEN MENU AND CHECK CHILD'S PROGRESS   

TESTING RESULTS

How our updates performed

Over 2 Rounds of Testing, we conducted 20 testing sessions, 10 with children, 10 with parents. Here are the results.

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Children Results

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CREATE A PROFILE

  • ​Increased user task success by 10% by making call-to-action elements larger

  • Time to complete task increased by 5 seconds, which turned out to be acceptable, as the success rate concurrently increased by 10%

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BEGIN STORY MODE

  • ​Increased user task success by 20% by improving design consistency

  • Time to complete task decreased by 2  seconds  through design consistency and adding the title "JOURNEY MAP"

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Parent Results

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  • 27% decrease in time taken 

    • Even though our Round 2 design included more screens, time taken to complete task actually decreased

  • Easiness rating decreased by 12%

    • ​May have been caused by parents misunderstanding that they can access account from   their own log in

    • To improve this, we will allow functionality on the child’s app and on parents mobile app

OPEN MENU AND CHECK CHILD'S PROGRESS

USER FLOWS/WIREFRAMES

Hi-Fi User Flows

After the updates made in Round 1 and 2 of Testing, here are the final user flows.

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Child  Screens

CREATE A PROFILE

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BEGIN STORY MODE

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Parent Screens

OPEN MENU AND CHECK YOUR CHILD'S PROGRESS      

VIA CHILD 'S ACCOUNT (TABLET)

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Child's Progress Tablet View

OPEN MENU AND CHECK YOUR CHILD'S PROGRESS     

VIA PARENT ACCOUNT (MOBILE)

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Parent-Only Mobile View

With our hi-fi wireframes optimized through testing, we then took steps to connect each user flow into  one big flow, known as an App Map.

App Map

Once our screen flows were fleshed out we were able to create an App Map of all possible user flows in PlayPal. You can think of this as a sitemap that visualizes the steps taken to navigate our app. This helped us consider further recommendations for additions to the app down the road.  

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Click to view

With all of our user flows and prototype in order, we then planned for next steps.

NEXT STEPS

Recommendations for the future

Feature Expansion

Expanding the scope of our project involves more usability testing, API integration for seamless log in and payment, and most importantly, connecting with  game creators  to add educational gaming content to the platform.  We created a game called PayDay as inspiration for future additions.  Check it out!

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PAYDAY MINI GAME

DISTRIBUTE MONEY IN PAYDAY MINI GAME

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KEY RECOMMENDATIONS

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Incorporate more features and testing

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Launch a beta version, followed by a gradual expansion to accommodate more users

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Retain bond with users by introducing streak-based achievements

LEARNINGS

Shoulda coulda woulda

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Learnings

Deliver unbiased user interviews by keeping target audience cohorts separated 

Give mid-fi design more time as our mid-fi design was very mature

Utilizing a group sync framework to discuss work styles, roles, goals and motivations is key to producing a winning team

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Next time

Ensure discussion guides are tailored to all audiences involved

Set product principles, color schemes, and feature prioritization prior to design

Differentiate between designers, researchers, and program manager, and agree on a way to keep track of work

PROTOTYPE

Bringing the experience to life

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CLICKABLE PROTOTYPE

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