Be The Banker

Project Scope

Barclays Be The Banker

Timeframe: 12 weeks

My role: UX Researcher & Designer

Methods & Skills

  • Innovative design experimentation and creative thinking

  • Idea generation

  • Competitor research and analysis

  • Userflows

  • Sitemaps

  • Wireframes

  • Interactive Prototypes

  • Usability testing

  • User interviews

  • Customer journey mapping

Tools

  • Miro

  • Figma

  • Adobe Photoshop

  • Adobe Illustrator

  • Adobe After Effects

Overview

Develop a new digital experience, service or tool that can help Barclays meet the banking of Neurodiverse individuals. I completed this brief during my last semester of my Bachelor of Science in User Experience Design.

Objectives

  • Find an inclusive and innovative solution that meets the need of neurodiverse individuals when it comes to banking.

  • Usability testing with neurodiverse individuals.

  • Understand cognitive accessibility from a neurodiverse perspective.

Methodologies 01.

Research into Neurodiversity

  • Neurodiverse UX specialist research.

  • Academic journals and Book resources concerning accessibility for neurodiverse individuals.

  • inclusive design tool kits.

  • Neurodiverse government accessibility guidelines.

Research into Barclays

  • Barclays value proposition and customer profile.

  • Barclays website sitemap.

  • Users needs and motivations.

Methodologies 02.

My research-built Neurodiverse toolset is to be used as guidance for designing.

Methodologies 03.

Usability analysis on Barclays app and desktop version.

  • Information Architecture

  • Controls

  • navigation

  • appearance

Whilst considering Cognitive Accessibility from a Neurodiverse perspective

Methodologies 04.

Competitor Research.

Important feature analysis:

  • Login

  • Apply/Register for an account

  • Support

  • Transfer money

  • Card control

  • Spending review

  • Perks

Methodologies 05.

Competitor Review

Competitor review- Maximise features for improved User Experience

  • Barclays usability and accessibility and review for Recommended improvements

Methodologies 06.

Qualitative Research - Discovery Phase

  • Interview guides and techniques

  • Empathy maps

  • Online banking customer journey

  • Usability testing user flows

Methodologies 07.

Define the areas to focus on

  • Neurodiverse user interviews

  • Interview analysis

  • Insights extractions

  • My value proposition

Methodologies 08.

Develop an innovative potential solution.

Barclays be the banker app- idea generation and inspiration:

  • Competitor research of education and banking apps.

  • UI Design Inspiration.

How can we make money management easier and more inclusive?

The 4 guiding principles to the Be the Banker App user experience:

  • Motivate & Engage: Motivate the user through gamification of the online learning journey.

  • Practice & Learn: Build confidence in managing money through iterative process.

  • Rewards & Results: Demonstrate and reward success with proof points of savings.

  • Change behaviour for good: Provide tangible results to encourage longterm behaviour change and money confidence.

Methodologies 09.

App Development

  • Site map for app.

  • colour pallet considerations.

  • Typography considerations.

  • Accessibility & neurodiverse needs.

  • developing potential modules for the app.

Gamification Objectives.

Gamification Objectives:

  • Motivating copy.

  • Keep it simple.

  • Integrate Social Media Into Your.

  • App To Make Things Relatable and Sharable.

  • Variety of challenges.

  • Convenient and easy to use format.

  • Fun and addictive BITE-SIZE LESSONS.

  • learning apps have transformed learning into an exciting game that engages users with incentives, achievements unlocked and a chance to challenge others.

Methodologies 10.

Lo-Fidelity Prototype

User testing for improved usability.

Methodologies 11.

Hi-Fidelity Prototype

Methodologies 12.

Deliver Solutions.

Tested Interactive Hi-fidelity Prototype