PROJECT

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Banko


UX/UI DESIGN

CASE STUDY


Concept

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Banko, the new banking application to learn how to manage your money. A dedicated and secure service for parents wishing to empower their child. Give pocket money to children as they wish (regular, one-off, mission money). Give children the means to learn to manage their money (interface just for them, goals).

TOOLS

Figma, Illustrator, and Photoshop

MY ROLE

UX/UI Designer

PROBLEMATIC

How to empower children with their pocket money?

FONCTIONNALITIES

• Real-time notifications of purchases (made by the child)

• Schedule pocket money payments

• One-time cash payment

• Creation of prize pools (classify the money to be won)

• Detailed analysis of each transaction made

• Categorize the transactions made

PERSONAS

First Name

Age

Place of life

Status

Family Situation

Alice

37 years old

Paris , Fr

Secretary

Married, 2 children

OBSTACLES

• Forced to come to his bank to withdraw money

• Give money back to your child when he loses it,

or when he has no more

• Absence of parents, to donate money

DESIRE

• Make life easier to avoid traveling

• Have secure parental controls

• Track his son's expenses

• Autonomy of his child

First Name

Age

Place of life

Status

Family Situation

Quentin

17 years old

Paris , Fr

High School Student

1 sister

OBSTACLES

• Wait for his parents to give him cash

• Be careful with the money given to him (don't lose it,

don't get robbed)

• Don't forget the money before leaving home

• Need for money in the absence of parents

DESIRE

• To have fun by buying what he wants

• Manage your budget

• Become more autonomous

DESIGN SYSTEM

APPLICATION

Interface made on Figma, (bank transfer, budget management by categories, jackpots to complete

/ save money, payment history with details).


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