Rhino
UI | UX Case Study.
A Pocket money
app for kids and parents.
Problem Statement
Where everything is becoming digital, the old tradition of pocket money for kids still lacks an efficient digital version making the task of managing easy for the parents.
The problem exists for both the parents and the kids. At one end the parents face problems keeping a track of kid's expenses and an easy and convenient mode of transaction, whereas on the other end kids lack a platform where they could learn to manage their daily expenses and learn the value of money management.
Project Overview
Digitizing the tradition of pocket money.
Duration
June 2019 - July 2019
2 months.
My role
The problem exists for both the parents and the kids. At one end the parents face problems keeping track of kid's expenses and an easy and convenient mode of transaction, whereas on the other end kids lack a platform where they could learn to manage their daily expenses and learn the value of money management.
Through existing platforms, there's only a way to send money to kids for the parents, but no track of expenses and setting the limit for the expenditures.
Working with a team of three members, took charge of the user research, conducting interviews, and creating user flows & wireframes.
Contributed in UI through branding and various interface screens of the application.
Solution
Proposal
A platform where the parent has control over the kids' account, periodic transfers, and setting limits over expenses can help learn kids the important lesson of money management. For the kids, a simple yet interactive platform where they can manage their expenses categorically helps them know their expenses. Separate savings account where they can save money according to their wish.
Strategy
The Process
The problem exists for both the parents and the kids. At one end the parents face problem to keep a track on kid's expenses and a easy and convenient mode of transaction.
Problem Identification
Initially, we started the initiative at a small scale as the age group which can be cover has a quite big a margin, the kid's age can vary from 15-20. The main motive was to ease the job of parents while also making sure to provide a convenient platform for the kids.
User Research
Conducting Surveys
Conducted a user survey to prove the hypothesis and get user insights on the same. "Descriptive Research" approach was chosen and a set of questionnaires was prepared to conduct the user survey. Parents were interviewed and kids of various age group was conducted ensuring all the factors are considered.
Questionnaires
PARENTS
1. Being a parent, how do you manage the expenses done by your kids?
2. What mode of transaction you generally prefer to send kids money?
3. How often do you give your kids money?
4. How do you manage to track the expenses done by your kids?
5. If any emergency situation comes up, how does your kid manage money in such situation?
KIDS
1. Being a kid, what are your day-to-day expenditures?
2. What mode of transaction you generally prefer to spend money?
3. How often do you get money from parents?
4. How do you manage to track the expenses done by you?
5. If any emergency situation comes up, how do you manage to get money in such situation?
User Statements
Research Outcomes
Key Learnings
Coming with a solution that was convenient and satisfying for both parents and kids was a real task. We incorporated trial and error method at every stage to check that both the sides are satisfied which ensures good user experience.
To ensure all the aspects are covered and taken under consideration, the clear structure and sequences of tasks helped deliver the project in an efficient way with best possible outcomes. Following is the entire process in the case study which was followed to provide easy and efficient product satisfying all the aspects.
Sytstem Structure
Information Architecture
Information architecture aims at organizing content so that users would easily adjust to the functionality of the product. Thus the user research done helped arrange them into the map of application screens, separate into segments.
User Flow Mapping
User Journey
Once the product requirements were finalized, we started to work on the flow on the basis of prioritizing the functionalities for the application. The complete user journey was mapped according to the respective menu options. A separate user flow was created for both parents and kids which included different functionalities and features.
PARENTS
KIDS
High - Fidelity
Wireframes
PARENTS
KIDS
UI Design
Branding
LOGO
Rhino is one of the more ancient, curious, and perplexing slang terms for money in the English language. It originated around the 1600s in Britain. The proposed application is a personalized mobile wallet that handles all your daily necessary operations with ease at your fingertips.
Thus, the name because of the application's relevance to money, came with the name "Rhino". And for the logo, as it is a personalized digital wallet, thought of combining the two and came up with the application's logo.
COLOR PALETTE
TYPOGRAPHY
UI Design
Final Screens
After finalizing the color theory and typography, we worked on the iconography to be used for the application for various menus and options. Using the color palette, we transformed the wireframes into final versions of the screens. Refined various screen's interface taking into consideration visual appeal and easy to use interface.