Peer to Peer app (2016 - 2017)

 

The context:

As part of exploring solutions to the bank's acquisition problem, an app idea was born out of a hackathon.

The idea was simple - build a wallet and peer-to-peer payment app that can onboard users to be able to send and receive money easily.

 

The progress

While I enjoyed the project, I really had a hard time with the business/product management side.

After I moved to another project (budget constraints), the app morphed into a mini-banking app with a deceitful onboarding experience.

But, the identity of the team is still that of a "sandbox" team where new features and services are developed for use elsewhere in the bank - which is a massive achievement.

 

 

My contribution

 

During my time on the team, I changed a few things:

  • Better defined sprints - design, as well as development - where only strategic changes could be made mid-sprint (they had been struggling with sticking to the sprint plan because of constantly receiving new requests.)

  • Managed both design squads - in India as well as South Africa. Introduced daily check-ins for better team alignment and task allocation.

  • Introduced and ran regular user testing - both for usability as well as product adoption.

  • Re-worked all the existing task flows to be quicker, more efficient, and more elegant.

  • Introduced a better way to prioritise the feature requests from business and our product owner so that we weren't designing and building "just to keep busy."

  • Collaborated with the engineering team on each feature - before design - to better understand the technical constraints, so that we didn't waste time on unfeasible solutions.

  • Re-imagined the app (the team, in fact) to become a "sandbox" team that develops features and services that the rest of the teams in the bank need, rather than a stand-alone app.

 

What I enjoyed: 

  • Frequent user testing & interaction.

  • Big picture as well as detailed design.

  • “Owning” the design of the entire product, rather than a slice of it.

What I struggled with: 

  • Infrequent releases and badly practiced sprint cycles.

  • Legacy systems made it difficult to create excellent experiences.

  • Lack of business and product strategy.

  • Stubborn product management - unjustified attachment to the idea, refusal to listen to research.

Tools I used: 

  • User research & testing

  • User journeys & process flows

  • Information architecture

  • Wireframes & Prototypes

  • Storyboards

Previous
Previous

ATM projects (2017)

Next
Next

Kids Banking App (2016 - 2017)