Savely

UX Research
Product Design
UX / UI Design
Information Architecture

A platform that promotes effortless savings as you go about your daily routine. The microsavings app operates through an intricate set of rules, seamlessly helping users save without disrupting their everyday activities

Background

The goal was to determine whether an incentive-driven app design could encourage users to save more. I developed two versions: Version A, a standard design, and Version B, which incorporated gamified, incentive-driven elements. I applied the Octalysis framework, which is structured around eight core drives that influence user behavior. These drives help shape the gamified elements to evoke specific emotions, guiding how users engage with the app. This was for a master thesis project I created.

Key Problem

"Can the addition of gamified components, which provide a sense of virtual fulfillment, improve engagement within the app and increase communication with the user."

Comprehensive Design Process

User Study

In developing a financial savings application based on micro-savings, we conducted an in-depth analysis of several existing micro-savings apps in the financial market. The research focused on building a solution aligned with these established models

Outcome

The study was conducted to have an understanding of their saving patterns and how they manage their money. The user research used a basic questionnaire format with four main categories: knowledge of his mobile phone patterns, knowledge of mobile banking, money management, and knowledge of his children's spending patterns. The purpose of the questionnaire was to get an overview of how the users went about their money management. The major outcomes from the pre-study were that :

- A proper understanding of his cash flow is required.
- The user needs to know how his income and expenses are getting affected.
- Saving is a priority Would like to exert some control regarding his expenses when it comes to his family 

Findings

Key User Feedback

The study was conducted to have an understanding of their saving patterns and how they manage their money. The user research used a basic questionnaire format with four main categories: knowledge of his mobile phone patterns, knowledge of mobile banking, money management, and knowledge of his children's spending patterns. The purpose of the questionnaire was to get an overview of how the users went about their money management. The major outcomes from the pre-study were that :

- A proper understanding of his cash flow is required.
- The user needs to know how his income and expenses are getting affected.
- Saving is a priority Would like to exert some control regarding his expenses when it comes to his family 

Ideation and wireframing

The goal was to create two versions and conduct moderated User Testing among these versions to see the response of the users towards a regular version A and a gamified Version B. 

The key features for these were listed below

RoundUp Rule: Round up every purchase to the nearest kronor and put the spare change into your chosen goal.

Frequent Expense Option: Set an upper or lower limit to your mandatory expenses so that difference could be sent to your goals.

TimeLine Option: Money is transferred to the goals based on a specific timeline.

Pleasure Option: Set amount of money to be deposited if you give into your guilty pleasure

Dashboard

In the general Dashboard, you get the key elements. Owing to introducing of gamification. Version B has the elements of fun and vibrant structure

Gamified elements

There is a construction of gamified elements such as badges and group quests in order to spur saving habits and also allow the users to engage with the application even more.

- Group quests, Insights, Badges

There is a construction of gamified elements such as badges and group quests in order to spur saving habits and also allow the users to engage with the application even more.

Conclusion

By incorporating game-like elements such as points, badges, and leaderboards, version B creates a more immersive and rewarding experience for users, which in turn keeps them more engaged and interested in the product.

"The gamified version might have offered more explicit feedback loops for users. In game design, feedback is crucial for illustrating how players' actions impact the game environment and guiding them on ways to enhance their performance."