Head Start Homes

A Zen way to save.

Everyone deserves a place to call home.

2020
9-Week Project
Prototype, Report & Presentation
Zen Hero Image

Project Overview

9 Week project - Prototype, Report & Presentation Deliverables

Headstart Homes works to assist people who are in social housing save a deposit and move into their own home.

I came into this project after the research phase was largely complete and was tasked with creating an advanced prototype app designed to assist people with saving money and help them in their goal to get into their own home. The previous research and stakeholders recommended gamification systems and habit building services as examples of where to head.

Competitor Analysis

In order to understand the market that my concept would be competing with I looked at a variety of other apps and services that have similar goals.

Habit Building

Fitbit, Apple Fitness, Habitica. These apps included features such as Logging days, streaks, completing daily goals and providing the user with responsibilities.

Money Tracking

Pocketbook, EasyBudget, Fudget. I found these tools quite complex and seeming to be designed for people with a more intense interest in finances.

Banking

Westpac, Commbank, Volt, Up, 86 400. These apps are general-purpose for the most part with neo-banks such as Up and Volt providing new, more gamified experiences.

Competitor Map
Making the most of gamification and giving people options

Sketches & Gamification

Exploring riffs on traditional gamification techniques as part of my design, leveraging my background in videogame design.

  • Most gamification systems give you a daily goal to accomplish. I flipped this by starting the day at 100% and the goal was to keep it there.
  • People are information overloaded these days and having another app to check in with every day could get caught in the noise.
  • I iterated on this system as I worked through the wireframing and prototyping phrases.
  • All the habit apps I looked into would break your streak if you had a bad day. That's a bad feeling and I wanted to find a solution around that.
Sketches and Gamification

Wireframes

My concept focused on:

  • • Keeping things simple
  • • Keeping stress down
  • • Making saving enjoyable through gamification

Key Details:

  • • Saving is already a stressful experience, creating an experience that adds stress is a failure.
  • • I find more inspiration in higher fidelity wireframes as it helps me form a more holistic idea of the project.
  • • For this project, I worked within Figma.
  • • I utilised the rest of my team for design feedback during this stage.
Wireframes Overview
Leveraging pre-collected data to streamline sign-in

Feedback & Iteration

Concerns about font size: Raising to 14pt minimum

Issues with readability: Adding a high contrast mode and adjusting buttons & adding background

Confusion about the dial rotation: Checked standard and polled Twitter. Reversed dials to fill clockwise.

Guidance and explanations needed: Added full tutorial & alternative setup experience

Confusion about wording: Adjusted tutorial copy for clarity

Streak demotivation: Almost 90% of those surveyed found breaking a streak was demotivating. Added TopUp functionality and Free-Weekends.

UI Design

My design for Zen centred around keeping things simple and clear. I went with a semi-neumorphic design with an emphasis on typography.

I intentionally obfuscated dollar amounts as I feel they act as a distraction from what the actual goal of the app is, which is to build good habits.

  • My design incorporated elements of Apple's Human Interface Design with elements of Microsoft's Metro Design Language.
  • Interaction elements are at the base of the screen for one-handed use.
  • Each tab is siloed, requiring returning back to the "Home" screen, drawing focus back to the core goal.
UI Design Screen
Users are always brought home, keeping the focus on their goal.

Gamification System

There are 3 core aspects of Zen's gamification system:

📈

Progress

Ensuring you're keeping to your budget each day.

🐷

Piggy Bank

Tracking your rewards from completing streaks.

🎁

Rewards

Spending your reward credits.

When a user finishes a full week (7 days but 5 is still safe) they gain a reward credit. This credit can then be used to repair a day that they may have fallen short on, or spent on rewards.

These rewards are randomised and include opportunities to treat yourself outside of the app as well us unlock features within the App.

My goal was to ensure people can use their previous hard work to continue their streaks and make up for days that might be harder.

I want to keep people going with their goals and to not get discouraged if they have a bad day, so the ability to recover has been baked into the system.

Gamification Screen

"Saving isn’t about money, it’s about habits"

Something I really enjoyed about this project was being able to explore solutions to the discouragement caused when users break streaks in gamified habit builders. Being able to flex some skills from my game design degree was appreciated and I really enjoyed working on a project that has a real potential to help people find their first Home.

My design didn't factor in accessibility as much as I would like, however due to time limitations I, unfortunately, had to relegate such research and changes. Accessibility is very important to me and working closer on such details is something I'd have liked to have been able to spend more time on.

"Overall a great concept and a great project which really resonated, well done!"

- Harness Project feedback