Anvil Financial Education

Duration

March - April 2022

Role

UI/UX Design

UX Researcher

Tools

Concept Project

Figma

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Project Overview

Objective

In designing this flow for Anvil the goal was to create an application that could teach people about personal finance. From introductory content to more advanced topics the platform had to be able to cover all these use cases.

Approach

The project was designed with young learners in mind, people just entering into personal finance. In designing the application education was in the forefront and the user flow designed here was focused on how the user would experience the education process.

Audience

The audience for Anvil is young professionals and people just starting their careers.

Personas

Taking Note

Laura Baskins

Age: 25

Education: Bachelor's Degree

Hometown: Phoenix, AZ

Family: Single, Lives Alone

Occupation: Chemical Engineer

Laura has recently entered into a new job out of college. In the process she has realized that she is woefully under educated on how to manage her finances in her new life. To gain some knowledge in this area she picks up the area of personal finance.

Image by Christina @ wocintechchat.com

Rina Kay

Age: 22

Education: Acquiring Bachelors

Hometown: Boston, MA

Family: Lives w/ Partner

Occupation: Student/Intern

Rina finds spending time on personal finance very boring. She finds her way to a personal finance application to learn how to off load some of the work, she just wants her finances to work.

Site Map

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Wire Framing

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User Research

For our user research we conducted a series of one on one interviews to see if, and how big of a problem personal finance was for people just entering into the workforce. From these interviews we found that many people were not given adequate knowledge about personal finance in their education leading up to their first jobs. Many interviewees had never learned how to set a budget, know the difference between a checking and savings account, or learn how to start saving for retirement. Learning this we realized this was a problem worth solving.

Pain Points

Information Access: One of biggest findings is the importance of access to information. Users like to know what they are getting into, and making sure that is easily accessible makes a big improvement in user experience.

Lesson Screen: Initially we thought users would want to dropped of right where they left off, but we learned they would rather go to the lesson page and then select the lesson they had left off on.

Lesson Length: In the initial wireframes the lessons were mainly comprised of text, this wasn’t the best way to deliver info in the mobile format. Realizing this we redesigned with video and audio content as the focus of the educational material.

High Fidelity Prototypes

Adaptive Sizing

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Conclusions

This application is really focused on education and financial literacy. Many of the user I tested this application on had very little experience with either or these topics, across the board the potential users found the idea of such a tool very useful. 

This project was really informative in the process of adapting a work for adaptive screen sizes. Thinking through use cases and how my designs should be modified for their users. 

For this use case I only examined one user flow within the application. Going forward I would want to flush out the other use cases. I would like to create more flushed out user interfaces for the tablet and web designs. Lastly this project could use a more visually unifying theme. Creating custom art assets and a thematic mascot to bring the user flows together would be where I would go forward.