- Budget Buddies: A case study on designing on a collaborative budgeting APP
- Understanding the user
- User research Summary
- Personas
- Thinking through the problem
- Starting the design
- Wireframes
- Low-fi prototype and usability study
- Low-fi prototype for testing
- Usability study and testing results
- The improved prototype
- Testing resualts
- Refining the design
- Going forward
- What I learned
- Next steps
- Next steps
Budget Buddies: A case study on designing on a collaborative budgeting APP
Budget Buddies is a design practice for professional certificate of Google UX design. It focused on helping disorganized young people collaboratively plan, track, and manage budgets for shared goals. The app addresses key challenges such as future planning uncertainty, daily financial management, and transparency in group communication.
Project duration
from 07/01/2024 to 09/01/2024
My responsibilities
user research, usability study, wireframing, prototyping
the problem
1.complexity and uncertainty in finance management, especially for individuals with flexible incomes or spending habits.
2.lack of effective social features for group members to collaborate and stay engaged.
the goal
1.create a flexible and socially engaing budgeting experineice,
2.empower users to stay organized, motivated and achieving shared financial goals with enjoyment.
3.enhance collaboration and transparency
Understanding the user
The design deliveries: personas, user journey maps, storyboards, userflows(view deliveries together)
jump to the next section: Starting the design
User research Summary
what makes group budgeting fail? before user research, I am guessing for multiple answers, such as the lack of persistence to continuesly contribute effort to a plan, or the transactions in groups adds up to the complexity of managing what had happened inside the group. As the initial user research for this project, I talked to 3 of my friends, one insights that was out of expectation is that group activity is a 稳态so agile that it is easy to quite in the middle once one member stopped keeping, forming the new stable. the quiting of one member might This gives me the idea of using social engagment to motivate the using expeirneices help group stick together as much as possible. This 与互相论证with the popular habit forming techniques, that having a reward will natually motivate the brain to do it more. and social activities are one of the best source of dopamine that keeps people engaged.
user research summary: commone pain points in the experineices of group budgeting management
1.complexities in group finances
difficulty in tracking who has paid for waht
miscommunication about expenses and contributions
fairly split expenses
changing goals for future targets
2.lack of motivation and engagement
chanllenges in sticking to a budget
complex steps in finance mananging
3.don’t know how to save (ability to strategize and excute)
don’t understand financial data
lack of clear goals to save
lack of budgeting and saving strategies
lack the abiilty of making the right dcisions and budget goals
Personas
Mark is a disorganized freelancer who needs a straightforward and socially engaging budgeting tool because he struggles with maintaining records and sticking to the plan.
Emily is a meticulous and family-oriented software developer who needs a comprehensive and collaborative budgeting tool because she wants to plan for future household expenses with her fiancé.
Take Mark as a representative,
Goal
to efficiently manage shared expenses with roommates, and save money for a long-term backpacking trip.
action needed
start a budget, manage shared expenses with roommate, tracking personal spending, saving for the trip
also use storyboard and user flow(click to view the full map),
Thinking through the problem
The design deliveries: user flow, ia
jump to the next section: starting the design
It will be easy to understand why people cannot keep to goals even with a strong will power if we understand some basic brain funciontalities. The prefrontal cortex (handels high-level cognitive functions) consumes masive resources and cause the willpower depleted overtime. Amygdala(processes emotions and detect threat) associate discomfort with the activites and further impaired the decision-making ability, Before an intentional behavior become automatic and managed by other parts of the brain, Amygdala is more likely to win the tug-of-war due to its stronger and immediate power. This also explains why good habit is so hard to form, as brain mechanism makes us easier to quit than continue.
to utilize the mechanism and motivate people in a long time, there are 3 main categories of solutions: make prefrontal cortex power stronger, make amygdala power weaker, borrow power from other place other than this two. after doing competitor research over existing products and also referencing scientific based methods, I catogorizes the possible solutions with product features I want to build:
catogory name | method name | mechanism explaination | product features | influence factors(in design) |
make prefrontal cortex power stronger | break goals into small manageble steps | make information easier to process and organize | help generating plans with actionable and daily tasks based on users budget goals | |
engage in journalling | reinforcing goal-setting and reflection | provide insights for users to recogonize spending patterns and habits | ||
provide “inbox” to store un catogorized and un organized expenses recordings | ||||
visulization for success | strengthes neural connections by mentally rehearsing the steps | visulize progress | ||
make amygdala power weaker | reduce failure rate and frustration | minimize the activation and reduce emotional interference | simplify the expense recording process | |
allow users to skip steps when orgnize and record expenses | ||||
borrow power from other place | encouragement from friends | engage acc | allow users to send encouragement on other people’s progress | |
peer pressure | engage social circuits and mirror neurons, reduces cognitive burden and amygdala activation | allow users to view friends’ activity on saving | ||
reward after completing | engage reward system through dopamine release | give unique reward after completing tasks |
product feature table1 (full table, view this link) (this table only shows the major functions (limit the selection to 4-5)
product features | |
allocate money in advance of spending, help decision making in spending areas | |
event-based budgeting: group goals with same activity for easy management | |
view group spendings and personal spendings | |
help calculate money split | |
provide in-app messaging, help transparent communication | |
allow making flexible plans without finalizing details |
additional features table 2
view the product feature table(orgnized in the sequence of user flow)
(The brain machanisms are simplified for easy demostration and functionaliies are not 一一对应. The chart is used for a general knowledge and demonstration purpose and cannot be referenced as authentic and proven details.)
view my ia and user flow after these product features
Starting the design
The design deliveries: ia, paper wireframes, digital wireframes, lowfi prototype, usability studies(2round)
jump to the next section: Refining the design
Wireframes
Paper wireframes - home
home is a place that the user views most often, and it will decide whether user want to stay with this app. it is crucial to filtered out most important and rewarding feature on this screen and minimize elements that might evoke negative emotion.
The final elements I chose to display on home are: the tasks (feature 1),and the events (called project in this phase)(feature 2)
view all paper wireframes
home - the dashboard of budget projects and today’s task
wallet - the finance center that manages transactions
friends - the social hub that share activities and encouragements
project details - multiple spending items grouped under same budget project, allow group collaboration
view all paper wireframes
Low-fi prototype and usability study
Low-fi prototype for testing
the prototype simulate a typical user flow of saving for a future trip. This flow contains steps related to create new budget, edit with friends, complete daily todos, and track spendings.
6 prompts were created to represent actions in the user flow, they were provided to 5 participants along with low-fi prototype(start with home page) for usability testing.
Usability study and testing results
With limited time, I recuirte 5 people to that varies in tech familarity to participate in testing and interview. the time on task, conversion rates and SUS are selected as KPI. key visulizations below
Overall, participants had a negative experenice while interacting with the prototype, this reflects in the SUS score (wiht a median of 20) and high task failure
view a sample usability study note taking sheet
research plan
combied with analysis with qualitative data from the interview, and categorize feedback into collaboration problems, finance managing problems, and usability problems.These feedback expressed concern in the inconsistent navigation, complex planning mechanism, underutilized functions, etc. (view the full chart)
Overall, participants had a negative experience with the prototype, which is reflected in the low SUS score(median of 20) and high task failure rates (median of 80%).
The improved prototype
the improved prototype simulate same user flow. In this version, main effort was on simplification of the planning mechanism and optimize app navigation.
(view all pages)
(show examples of improvement and explain in detail)
removing the top navigation to simplify the hirechy
integrating functions into relevant sections
Testing resualts
This improved prototype was given to another 3 people. while the prompt given are kept mostly same(but adjusted according to naming changes in the prototype).
The combined results showed a significant improvement in user experience compared to the first prototype. Conversion rate increased from 80% to 100%, and task completion times were well controlled within one minute. These indicates that usability is effectively improved by the changes.
The combined results showed that participant had a positive expeinriece compared to the first prototype. The conversion rate rise from 80% to 100% and the time spent on prompt had been controled under 1 min. This showed that improvement taken in this prototype is highly effective.
The improvements in consistency and navigation enbale users to self explore the functionality of the app, thus more feedback were gived based on the collaboration and budgeting mechanisms. The main issue arrouse in this round is the complexity of information hireachy between routine expenses and temporary planned expenses, the shared expenses and personal expenses. The challenge requires the design to be more simplified in information catogorization and give more indicative clues on the type.
For exmple, one participant think the folder project as a place that group people together, thus under this project, their might be activities as routine, such as pay the rent, and might be activities as wishes, such as traveling. Another participant think the project as a folder for events, thus all planed expenses and payed items should be group under. an item that is recuurent or temporate, paid or planned all require differnt mechanisms in a personal finance managment flow.
For exmple, one participant think the folder project as a place that group people together, thus under this project, their might be activities as routine, such as pay the rent, and might be activities as wishes, such as traveling. Another participant think the project as a folder for events, thus all planed expenses and payed items should be group under. an item that is recuurent or temporate, paid or planned all require differnt mechanisms in a personal finance managment flow.
With limited time, five users of varying tech familiarity participated in the study. Six prompts guided them through key actions in the app.
I selected time on task, conversion rates and the System Usability Scale(SUS) as the key performance indicators (KPIs). Data visualizations of the results offered insights into the prototype’s performance.
Through further interviews, feedback generally falls into three areas: collaboration problems, finance management issues, and usability challenges. Specific concerns included inconsistent navigation, an overly complex planning mechanism, and underutilized functions. The second round of testing used a improved prototype that simulates the same user flow. This improved version was tested by three new participants, with prompts slightly adjusted to reflect the updated naming conventions.
Enhancements in consistency and navigation enabled users to independently explore the prototype’s functionality, resulting in more feedback focused on collaboration and budgeting mechanisms. In this round, the complexity in distinguishing between routine, temporary, shared, and personal expenses emerged. Participants’ varying financial habits highlighted the need for separate mechanisms to handle recuring and one-time expenses, and this presents a challenge to clearer categorize items and visually indicate functionality without complicating the system.
Refining the design
The design deliveries: design system, mockups, hifiprototype
jump to the next section: Going forward and design thinking
In the final prototype, the main focus of the imrpovements were on optimizing the strucuture. Relevant functions are grouped more closely and the strucuture were flattened for a simpler navigation. Color usage becomes the visual priority in the stage to help stress hirechy and guide usage.
Home
The goals section display on going projects and items close due.
The today’s todo are generated by the system and help users complete big with daily steps
Users steps are rewared with pts for exchanging unique “budget pals” - the colored geometry small people that gives encouragement and fill the collection inventory.
Budget
The available funding section shows free money that bank balance substract money set asside for budget projects. reassign alows quick adjust ment of this allocation, and add paid allow quick record money already spent on a item.
Active projects sections provides overview of the budget project, higliging funding process, money assinged, and the comparison between planned goal and actual pay. The preview is expandable to ajudst money allocation in the item level, and items that differes as fixed expenses or planned spendings are color coded differently.
Projects
when user goes to edit detials, they can adjust all details relate to this project folder collaboratively. this include catogories inside the project, people involved, split rules, planned activities etc. A summary of group financials will displayed on defult to quickly help money split, calculated based on planned budget, split rules and money paid. comments, likes, votes, notes are easy to add to guarentee a fluent communication within group members, and variations allow flexible planning.
Friends
Friends tab collects most social features. users can view friends’ project updates, recent activity, and send encouragements or reminders.
Going forward
back to the top
What I learned
this project gave me an opportunity to carry on a UX study with quantatative and qualitative data, and experience a full design cycle of a product from ideating to finalizing. The most insipiring part was the first round of usability research, as it helped me recognized my blind spots and pre assumptions. I learned to express functionality more clearly on the front in the naming and avoid interactions that is nested deep on a mobile app. this aligned with my personal expernice on using some well-designed mobile app that provide functions similar to pc sofrwares, but with a straight forward and simplified logic. Another experiniece I gained and reinforced is to think deep and find the origin of the problem, and don’t give up easily on finding solutions. In the fisrt round of testing, all participants reported problems everywhere about the design, hirechy and interactions, all very negative feedbacks. but as the researcher it is more important to understand why these problem arouse in a system level. It will be hard to improve if based on painpoints users had brought up as they are subjective and complex, but it will be easier to improve the system logic as one change might solve all the problem magically.
Next steps
if I had more time, I would conduct these as next steps
Take more assecibility considerations such as color blind people
test the prototype’s usability unsupervised and simulate a real using experinece
simulate the mechanisms in a simpler version app and test its effectivenes in helping people stick to goals in a longer period
For example, one participant viewed the "project" folder as a place to group people for both routine activities, like paying rent, and wish-based activities, such as traveling. Another participant saw the "project" as an event-based folder where all planned (future) and paid (the past) expenses should be grouped together.
Next steps
if I had more time, I would conduct these as next steps
Take more assecibility considerations such as color blind people
test the prototype’s usability unsupervised and simulate a real using experinece
simulate the mechanisms in a simpler version app and test its effectivenes in helping people stick to goals in a longer period