2020

KidzCard Bank App - Case Study

KidzCard bank app concept

Project Overview

The KidzCard bank app is a product that equips kids with a debit card and helps parents collect data necessary to train for healthy spending habits.

Through my experience in school, and doing a good amount of research, it was pretty clear there is a big gap in the market for this type of product.

My Role

Product Designer

Product Researcher

Team Size

10-15 Memebers

Tools

Adobe Xd

Adobe Illustrator

InVision

The Problem

We defined many problems with our users (parents, teenagers, etc...) and nonusers (instructors, financial advisors, etc...).

School Systems

The focus for educating students on finances is minimal. The majority of schools do not require kids to take an economics class. Only 1/3 of our states require students to take a personal finance course.

Parents Visibility

Parents have plenty of responsibilities that are just as important or more important than their children's economic health. Tracking spending habits manually is a tall task that will likely add to inaccurate results.

Kids Awareness

Students are constantly learning. It is a majority of their daily routine. One day of study can wash-out the details from the prior day. Kids have the tendency to lose money and lose sight of where they spent their allowance.

The Solution

Our solution focuses on giving kids a taste of independence and provides parents with enough visibility to help coach them along.

  • A debit card and mobile app to track activity
  • Customized goals and reward system for flexible training options
  • Continuously updated educational videos by experts in finance lets keep making this longer to test a wrap
  • Automated reporting for full transparency
  • Spend caps to work toward gaining trust
  • Creation of custom jobs/chores to encourage earning habits
KidzCard website concept

Research

I used qualitative and quantitative research methods (1:1 interviews, unstructured focus groups, surveys, etc...) to gain a deeper understanding of our users needs. The data and facts were organized and used to create reference material for the team and our users.

Value Proposition

A value proposition was created to map out key aspects of the product. It answers high-level questions and helps build consensus around what the product will be.

KidzCard value proposition

Competitor Analysis

The competitor analysis chart was used to compare Kidzcard against the primary features competitors provide.

KidzCard competitor analysis

User Personas

After interviewing users, I created user personas as a reference for our user types. These were used to define common user needs and help drive design decisions as we moved forward. See a few examples below:

KidzCard user persona one KidzCard user persona two

Journey Map

A journey map was created in a workshop with our users. The output gave the team a visual to help better understand the different processes parents and children use to earn, receive, spend, and track money.

KidzCard journey map

Brainstorm

With the information captured, we held brainstorm sessions and started to uncover opportunities. These are a few questions that were raised as we discussed ideas:

Awareness

How do you keep parents informed and still provide the kids with a sense of privacy?

Educate

How do we educate the kids/parents? What is the optimal way to prevent learning material from becoming outdated?

Appeal

What can we do to make the product appealing to parents and their children? How can we make it fun?

Measurement

Can we show growth in independence? What are ways we can measure performance? How do we bring visibility to the users return on investment (ROI)?

All of the knowledge and ideas were packaged and used to explore the optimal solution.

Design

Various design methods were used to guarantee our solution would meet the needs of the users.

Information Architecture

With the use of requirements and the project roadmap, I categorized features and started to architect the primary flow of the application (navigation).

KidzCard information architecture

Wireframes

Wireframes were created to understand the layout and functionality of the application. I met with users and had them validate the direction without the distraction of colors, words, or other embellishments.

We discovered flaws such as cognitive overload on the analytics page and confusing hierarchy of information on other pages.

After multiple revisions, the skeleton of our design (wireframes) received approval so we started working toward setting the right tone for the product.

KidzCard wireframes

Brand

I began to explore color and typography. Multiple color schemes were created and reviewed. The final decision was a vibrant, colorful brand to help encourage energy, activity, and entertain an educational experience.

KidzCard brand

Concepts

The color and fonts were applied to the revised wireframes. I continued to make improvements and then presented the high fidelity concepts to our user groups. With more refinement, we started to see our solution come together.

KidzCard concepts KidzCard three concepts KidzCard two concepts

Prototype

The concepts were used to create a prototype. We put the app on cell phones and gave it to our users as something tangible to test. They gained a better sense of functionality and we received feedback/ideas for enhancing features.

We follow an endless cycle of iterating, testing, and discovered other opportunities to improve the product.

KidzCard prototype

Learnings

There were failures and lessons learned. Below are challenges I worked through that helped me grow as a designer:

Less is more

One of my top 5 strenths is being analytical. I want as much information as I can get my hands on. That is not the case for our audience. Only specific information is meaningful. Reducing cognitive load and the amount of information on the screen is more important to our users.

Break the ice

The kickoff meeting was exciting and the team was fully engaged. A few review sessions in and our gatherings started to feel dry. People were drifting. We made it a goal to start meetings with ice breakers and include short interactive games. Attendance climbed and the conversations became much more impactful.