Case Study: EduTech platform for teenagers where they can learn about stock market and trading.

Sahil Bhagat
8 min readAug 16, 2021

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Disclaimer:

This is an assignment shared by FamPay. I’m not commissioned by FamPay to design this app.

What is FamPay:

FamPay helps teens to make payments, online and offline through the FamCard, exclusively for teens.

FamPay aims to drive the smart generation from cash to digital, all without a bank account, through a family-friendly, safe app. Teens can now make secure payments, after ensuring their parents and they have completed their KYC verification.

Challenge:

Investments as a product are very difficult to comprehend for a normal person. Due to their fear of loss and lack of awareness, Indians are the worst at making intelligent investments.

If we calculate in terms of the percentage who directly invest in the stock market, it’s less than 1% of the total population, and if we calculate direct and indirect, it may reach 2 to 3% only. Indirectly means investments through Mutual funds, LICs, and other similar investments available in India.

FamPay have more than 2 million users with a 4.1+ rating on the Play store. It is not difficult to guess the direct impact of educated investors/teens on the FamPay business. Better the awareness about the investment, better the business.

Why Purse this?

Before starting to talk about Notes, user flow, research, design, etc. I would like to talk about “Why”. Why it is important for FamPay to build this platform and what are the direct impacts on their business.

  • Engagement: FamTime app will help to increase the engagement with the app and business. With the gamified education platform, it is more likely that teenagers will spend more time on the app.
  • Education: Educating Teenage and giving them simulated experience of investment will help FamPay to easily convert them for real investment.
  • 360 approach: FamPay will have opportunity to be one stop shop for teens where they can Invest, learn, discuss etc.
  • Business: The more the number of educated teens, more the chances of on boarding them to FamPay business.

Let’s start with the Project:

Research:

I explored a number of quiz apps to understand the different methods of engaging with the users. Some of the apps that got my attention was Duolingo, Quizizz, Geo Quiz.

Duolingo: Duolingo is changing the way people learn languages around the world. With more than 500 million users and 40 million monthly active users. They have nailed the Engagement, Gamification, Ease to use. The majority of inspiration for this project is from the Duolingo app.

Quizizz: Quizizz helps educators to create free gamified quizzes and interactive lessons to engage any learner. I like the way they have designed the leader board and you can see your progress after every successful question.

Geo Quiz: Geo Quiz is another app that makes learning fun and easy. You can test your knowledge of Flags, Capital Cities, Landmarks, Geography, Maps, as well as interesting facts about different places. I like the list view of modules and Levels. Also, The hint feature help users find the right answer.

Persona

After analyzing FamPay’s Target Audience and multiple quiz apps. It’s clear that for a different type of students and their behavioral pattern towards learning differs. Having this persona helped me stay on track and not delving away from the user needs whenever a new idea popped into my head.

(I have created this app using the below-assumed persona as my target audience.)

Solution:

An app to engage with Teenagers and make learning finance super fun. The app will have multiple features like Badges, Leaderboard, challenges to help them stay motivated to learn and help to stay focused.

Users will be able to learn about basic finance, Stocks, Banking terms, Mutual funds. Also, users can share their quiz scores and achievements with friends to keep the competition alive.

Userflow:

Mapping the user flow helped me figured out the path the user would take while navigating through the app. I used FIGJAM to create the user flow diagram.

Inspiration Board/Mood Board

Before diving deep into the wireframe process, I always find inspiring designs on Dribbble, Behance and design forums. It helps me set a tone for the app while moving on to the prototype phase.

Low Fidelity Wireframes:

This is the next step where I put all my thought on the paper and shape the idea of the app.

Color Palette:

Selecting colors took some time to figure out. It was clear that the overall vibe needs to be colorful and vibrant. The challenge was to find the right combination of colors. After multiple iterations, I figured out the best possible color palette.

Typography:

I like Sans-serif fonts because of their better readability and digital-friendly. I used “Poppins” with different font weights across the app.

High fidelity Prototype:

On Boarding:

The on-boarding process is a user’s first impression of your app, and when designed correctly, increases the likelihood of successful adoption.

There are Five Screens to Onboard a user before they start learning:

  1. Welcome Screen: Welcome Screen is simple with just a logo, description and a button. No force login, no additional details to avoid any confusion for the users.
  2. Topics: There are multiple topics that users can come and learn example, Banking, Stocks, Mutual Funds etc. I have highlighted the “General Finance” to make an easy decision for the users. Also, there is a progress bar at the top to help them know the steps required to take before they start learning.
  3. Why do they want to learn about Money?: This is an important data point that can be used strategically at a later stage. Interested users can be converting into FamPay’s customers.
  4. Levels: Levels was an interesting screen because I was thinking of putting all the Levels on the first screen but after observing multiple apps like Duolingo. I decided to make it simple and users will see two options “Beginners” and “Already Familiar”.
  5. Start: This is a simple screen where users will see motivational messages to encourage them to make a positive start. The Quotes will be an integral part of the app. Users will receive targeted quotes based on their actions in the app.

Quiz

It’s time to start learning the module selected by the user. I have labelled all the elements in the image below.

There are multiple decisions made while designing this screen:

  1. Questions: At the beginning of the quiz, it is important to make the user feel excited and confident. Level1 will have simple questions that can be completed in 1 minute.
  2. Minimum details: There are very few details on the screen like Leaderboard, back and progress bar. No distraction, no irrelevant information. Just learning and fun.
  3. Leaderboard: Leaderboard gives the information about the ranking and points collected by the users to make the app more engaging and motivating.
  4. Illustrations: One of the eye-catching elements of the app is Illustrations. They are fun-loving Illustrations with a splash of fun colors. It plays a keep role in making teenagers connect with the app.(Illustrations are designed by Patswerk).
  5. Success Message: Once a user clicks the correct answer, they will hear a sound pitched perfectly for teenagers along with an encouraging message.

Progress: Once Level1 is complete, they will have a screen to show the completion and achievements. The elements displayed on the screen will be Success-rate, Message, Leaderboard points and CTA.

Levels:

The level is an important screen where they will see the progress and upcoming modules. All the finished modules will be represented with a purple circle. Users will see all the levels and modules to have a complete overview of the topics covered in the modules.

The user will have the chance to understand the basics in the first module. Once they reach to next module i.e. “Stock”. They will learn about the basics of stocks and how to invest.

After understanding the terms and basics, they will reach to “Ultimate Investor” level. At this level, they will be assigned virtual current and get to experience the real-life investing experience. After spending all the virtual currency, they will see how much money they made at the end of the module.

Leader-Board:

The leaderboard is a way to visualize the user’s achievements. The purpose is to show users where they rank in a gamified system. It helps users to promote the satisfaction of competence, relatedness, and sense of accomplishment. We have a very simplified one where the user will be able to see the top -5 ranks and their rank.

There is a chance to add more features like Streaks, Virtual money earns etc in the later stage of the app.

All Screens

Thank you for reading!

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