FinGuru
Finance Management App
10 min read
As the name states, FinGuru helps users with finance management through gamification.
In this case study we delve into designing the goal setting feature and budget tracking with
Introduction
Duration
6 weeks
Role
UX/UI, Research
Group of 2
Team
Tools
Figma, Miro, Maze
focus on user engagement.
Project Overview
Discovery
Define
Design
1
Discovery
Define
Deliver
Project Overview
2
3
4
1
Discovery
Define
Deliver
Project Overview
2
3
4
User Testing
Project Overview
Discovery
Define
Design
User Testing

FinGuru is an AI powered finance management app. By connecting to user's bank accounts and tracking spending habits and income, helps users in:

  • Managing all their finances in one place

  • Effortlessly setting personalized budget and goals to save more and invest

  • Helping them stick to their plans and improve their spending habits

Context

Target Audience

People who:

  • Struggle with budgeting, saving and investing in general

  • Are used to budgeting manually but haven't had a good experience with finance management apps

  • Want to know where their money goes and stay on top of their finances

  • With a in finance management apps (by the 30th day of installing), we needed to figure out the reasons for drop offs in these apps.

  • Given the complexity and often overwhelming nature of finance, and the fact that fintech is associated with lots of numbers and boring charts, we needed to come up with strategies to maintain user motivation and also make it enjoyable and engaging.

Challenges

retention rate of approximately 5%

Interview

We asked mostly open-ended questions for a more engaging and conversational interview style, rather than sticking to a strict Q&A format.
Our questionnaire focused on:

What needs and expectations users have if they use budget apps

Why they stopped using previous finance management apps

How to encourage them to stick to their plan

What makes budgeting and future planning hard

Research

So, we interviewed with 15 potential users who struggled with finance management:

11 people who

4 people who

  • have used finance management apps

  • are not familiar with finance management apps

  • manage finances manually

The findings from our research were then organized on an affinity map to turn the qualitative data into quantitative insight. Then, 6 of these groups helped us determine priorities moving forward in the process.

Findings

  • Automation, estimations and predictions to lower the manual entry and calculations

  • Strategies to manage overspending

  • Preparation of users for unexpected costs

  • Instant notifications to give users more control and room for growth

  • Clear and straightforward design with minimal learning curve

Takeaway

  • Automation, estimations and predictions to lower the manual entry and calculations

  • Strategies to manage overspending

  • Preparation of users for unexpected costs

  • Instant notifications to give users more control and room for growth

  • Clear and straightforward design with minimal learning curve

Takeaway

To understand how similar products in the market address user needs we conducted a thorough analysis of competitors.

  • Information architecture

  • Rollover concept

  • Motivational features

  • Visual design language

  • Gamification

Competitive Analysis

Strengths the competitors share:

No jargon, only the necessary information

Intuitive data visualization tools to enhance user comprehension

Difficulty in reducing the learning curve specially for users who are new to budgeting apps

Inefficiency in automation of goal setting process

Inability to enhance user engagement and motivation to stick to their plans

Weaknesses the competitors share:

After analyzing the competitors, we figured out that these apps were still boring and couldn't help with motivating users in the long run.
Hence, we
conducted more research on gamification and studied some case studies about successful apps in using gamification.

Takeaway

Secondary Research:

For more inspiration for gamification elements we analyzed Duolingo, which makes a perfect case study considering user engagement.

Gamification elements:

  • Mascot

  • Point-based rewards

  • Badges

  • Progress trackers

  • Small visual milestones

Gamification

Pros:

A character makes the experience more friendly, fun and personalized

Point-based rewards are extrinsic motivators to give reason to users to come back

Badges fulfil the basic need for self-worth, an important intrinsic motivator. Plus, users can look at their earned badges and review their progress

Small visual milestones are manageable steps to motivate users to engage consistently

Leaderboards, being compared to others and constantly competing can cause frustrations and anxiety in some users

Cons:

Also mentioned by some interviewees

In order to establish tasks for our design, and to communicate information about the users that we collected during research, we developed a persona.

Persona

Define

User flow

Now it was time to have a meeting with the UX manager, stakeholders and engineers to present our identified challenges and developed solutions based on our research.

Ideation session

Meet the official character of FinGuru: ‘Monstie’

Taming the finance management monster

The Initial Challenges & Our Solutions

Mid-Fi wireframes will be shown later.
Here, Full Hi-Fi version of the app will be shown in Deliver phase.

the Hi-Fi version is presented solely to clarify the solution.

Mid-fidelity Wireframes

Design

Iterations (phase 1)

Here are some of the iterations we made at this stage.

Design Elements

Usability & Iterations (phase 2)

Validation

To analyze the success of users in ‘Move budget’ and ‘Goal setting’ tasks, we set up a test platform on Maze.

Maze Result

8 users completed the two given tasks. Since the result were the same, only the data from the first task is shown here.

(Heat map)

Validation

To analyze the success of users in ‘Move budget’ and ‘Goal setting’ tasks, we set up a test platform on Maze.

Maze Result

8 users completed the two given tasks. Since the result were the same, only the data from the first task is shown here.

(Heat map)

Hi-fidility Prototype

Homepage

Transaction

Budget

Goal

Profile

Clickable Prototype

This case study focuses on goal setting and budget moving tasks. Other parts of the app may not be fully clickable.

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