Project: Pocket | Role: UX/UI Designer | Duration: December 2021 (3 Weeks)
Full Case Study

Pocket

Pocket is a mobile application and a responsive website that aims to manage users’ budgets goals achievements. The application helps adults to manage expenses in a daily, weekly, and monthly manner, it also stands for social good by targeting elderly people.

The Problem

According to the ascent, an average of 139$ are wasted monthly, this is can be a big challenge for people who are chasing dreams, people are struggling to manage their money and have big issues in saving money.

The Goal

Designing an application to help adults and elderly to manage money and give a financial assistant, and to give a hand in helping them to achieve life goals in easy and effective ways.

Research

User research started with secondary research to hit a point and know better about financial issues for adults, and to help create interviews questions, which were then used to conduct users interviews. Most interviews participants reported feeling bad about money waste, but they didn’t actively try to reduce the waste. The feedback received through research made it very clear that users would be open and willing to work toward reducing money waste if they had access to an easy-to-use tool to help guide them and give them a hand to do so.

Personas

Ideation

Starting an ideation exercise to come up with ideas for how to address gaps identified in the competitive audit. My focus was specifically on money management and achieving goals.

Iteration

After ideating and drafting some paper wireframes, I created the initial designs for the Pocket app. These designs focus on representing and recording financial savings and spending visually to help users manage money in a more collaborative way.

To prepare for usability testing, I created a low-fidelity prototype that connected the main user flow of adding cash records and customizing them.

Findings

Cash Representation

Participants want more detailed cash representation, taking in mind accessibility by adding patterns

Choosing Spending Sections

Participants felt easy while adding records but wanted to customize the section in case they did not find what they want in the list

Calculating Cash

Participants were able to add cash amounts easily but didn’t feel comfortable to calculate numbers outside the application

Solution

Takeaways

Impact

The application helped users to have better money management. Also, it has an effective impact in setting users' goals and is a great way to trace and track the achievements of goals.

What I learned

The first thoughts and ideas are a great start, but what I learned during this project is that conducting a usability study will help come up with a new vision, it will help to open new ways to help and emphasize with users.