CHALLENGE
Develop a product for young people facilitating the interaction between parents/guardian and them. How to transform the act of asking for money in a pleasant and efficient moment.
MY ROLE
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Document stakeholders needs
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Collect qualitative and quantitative data
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Apply research and interviews
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Research results
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Define viable Features Roadmap
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Concept ideation
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Prototype follow up and usability test
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Follow up visual design and development activities
KIDS
WORKSHOP
Our first step was to create a workshop with parents and children of different ages so we could understand their relationship with their allowance and money. Based on that we had new directions to follow.
CULTURAL
PROBE
Cultural probe is an ethnography research that allowed us to understand the day-to-day of our future customers.
We created this interactive box with some daily activities including:
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Taking notes about their activities during the day;
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Shopping preferences;
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Observing your decisions when and how you spend your money;
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Taking pictures with friends during leisure time and what has inside your backpack/bag.
This activity happened with 35 students from private and public school at Sao Paulo, Brazil.
35
TEENAGERS
FROM
11-17
YEARS OLD
It gave to us a different perspective above our public. The answers showed to us that students need more than a prepaid card to receive their allowances. They need/want a bank account with some facilities
DESIGN
SPRINT
After a Design Sprint week with stakeholders, developer team and designers, we generated new ideas and a new direction for our product, creating a prototype to test with some users to understand if our propose was aligned with their expectations.
USABILITY
TEST
This prototype had a good approach from our testers. Five teenagers tried our mockup bringing us some insights and compliments.
Ivan is guiding Carol during the usability test.
In the end, we applied the SUS (System Usability Scale) questionnaire and also Microsoft Reaction Card Method.