Walley Bank

SUMMARY

Academic project at RMIT Online (Australia) to refresh and deepen UI/UX and Product Design skills. I worked across research, problem framing, information architecture, flows, low-, mid- and high-fidelity wireframes, component system, prototyping and qualitative usability testing. Challenge: design a digital “piggy bank” (app + device) that makes saving easy and motivating for adults.

PROBLEM
  • Difficulty maintaining consistent saving habits.
  • Limited visibility of progress and unclear goals.
  • Fragmented tools without a cohesive flow.
  • Need to balance simplicity and control.
RESEARCH & APPROACH
  • Desk research and competitive scan of saving patterns and nudges.
  • Short interviews and qualitative usability tests on key tasks (create goal, deposit, edit goal, review progress).
  • Personas and scenarios focused on clarity, light automation and basic control.
  • Scope definition and qualitative success criteria (comprehension, clarity, friction reduction).
GOOD UX/UI DESIGN PATTERNS APPLIED
  • Empty states with examples and a direct CTA (“Create your first goal”).
  • Three-step goal wizard with visible progression and partial save.
  • Numeric keypad, currency formatting and inline validation.
  • Sticky primary CTA (“Deposit now”) within the goal view.
  • Action-oriented microcopy and smart defaults (common goals).
  • Progress visualisation (bar, percentage, ETA) with milestones.
  • Confirmations with “Undo” (snackbar) to reduce anxiety.
  • Accessibility AA, touch targets ≥44×44 px, visible focus, clear labels.
  • Clear tabs: Goals, Activity, Learn (in-context micro-lessons).
  • Skeleton loading and error states with guided recovery.
KEY FLOWS & FRICTIONS RESOLVED (QUALITATIVE)
  • Onboarding → First goal → First deposit: unified terminology (“Goal”), consistent iconography and goal-oriented copy.
  • Goal edit: surfaced the action on the card and used a sliding sheet (modal bottom sheet).
  • Deposit/withdrawal: simplified numeric input, clear limits and reversible confirmation.
  • Reminders & education: opt-in frequency and in-context micro-lessons.
PRODUCT DESIGN DELIVERABLES
  • Experience map and task flows (happy/sad paths, edge cases).
  • Low-, mid- and high-fidelity wireframes (mobile-first).
  • Figma design system with tokens, components and usage guidelines.
  • Interactive prototypes for qualitative validation.
  • Content and microcopy guidelines (tone, clarity, accessibility).
  • Lightweight PRD (problem, objectives, assumptions, risks, acceptance criteria).
  • Prioritised backlog and incremental roadmap (no product metrics).
LEARNINGS
  • Progress visualisation and micro-rewards foster adherence.
  • Guided simplicity (wizard + defaults) reduces cognitive friction.
  • Accessibility and clear microcopy build user confidence.
  • Establishing a component system early speeds iterations and keeps coherence.
  • Early qualitative testing surfaces language and navigation ambiguities.
NEXT STEPS (IF TAKEN TO MVP)
  • Automatic deposits (round-ups, salary percentages).
  • Shared goals (couples/groups).
  • Open Finance integration for reconciliation.
  • Variants for reminders and progress visualisation for future A/B exploration.

Note: Academic project; not launched. Emphasis on process and design artefacts — no product metrics.

Date