ETVOILÀ!

PAYMENT APP FOR ART SCHOOL

Etvoilà.

Project overview

Da Vinci School of Arts offers both, remote and face-to-face art lessons for students from 18 to 99 years old. The School has created etvoilà!, an app to help students pay for their art classes. etvoilà! offers a wide spectrum of courses and targets students of all ages who need a reassuring way to efficiently make payments. It provides immediate payment receipt via email, phone vibration when a transaction is completed, lengthened time-out during payment process, double payment confirmation and 24/7 chat support.

The problem

Lack of confidence and fear of fraud regarding digital money management methods. Da Vici School of Arts has many elderly students which are not technologically savvy.

The goal

Design an app for Da Vici School of Arts that allows users of all ages to easily enroll in a course and feeling reassured when pay for it.

Kickoff


We started out by asking ourselves some initial key questions:

What can we learn from the steps that users take to make a payment through the app?

Do users think the payment process is secure and/or easy to use?

Are there any parts of the payment process where users are getting stuck?

Are there design changes we can make to improve the user experience during the payment process?

Understanding the user

User research: summary

I conducted interviews and created empathy maps to understand the users I’m designing for and their needs. A primary user group identified through research was elderly students with absolute lack of confidence and the fear of fraud regarding digital money transactions.

This user group confirmed initial assumptions about Da Vinci School of Arts students, but research also revealed that distrust was not the only factor limiting users from buying courses. Other user problems included a wide population of elderly students with very little overall experience using apps.

User’s pain points

Distrust

Lack of confidence and fear of fraud regarding digital money management methods.

Accessibility

Elderly users have trouble understanding affordances and cues, such as 3 dots or burger menus. Elderly users are also not familiar with gestures to move through an app.

IA

Most users have a hard time completing tasks using top or bottom menus and prefer taping on payment methods images and courses content cards to move through the app.

Support

Users feel frustrated when they can’t easily find access to human support center.



Meet the User

User problem statement

“I am concerned that I may be an easy target for digital fraud”.

Goals

- Understand new technologies.
- Access services without leaving the countryside.
- Feel reassured when paying for something through an app.

Frustrations

- Insecure when learning to use an app with unfamiliar icons.
- Scared that apps are not safe enough to pay for things.



Nicholas is a retired lawyer who needs an easy app experience to pay for an art class because he is not technologically savvy and is afraid of digital fraud.

Nicholas lives in the countryside in Salta, Northwest Province in Argentina. He lives with his wife Liliana. His children have moved to the city years ago so he and his wife must constantly learn about technologies that they cannot fully understand. Recently Nicholas has retired, therefore he has a lot of free time and he is thinking about learning how to build wood sculptures. Due to his age and where he lives, he doesn’t have much experience in handling apps but he knows he needs them. He gets anxious and scared when he isn’t sure about paying for something online. He needs an easy-to-use system for an elderly person.



User Journey Map

Mapping Nicholas’s user journey revealed how helpful it would be for Da Vinci School of Arts elderly students to have access to a friendly and reliable payment app.



Competitive Analysis

We looked at several potential competing companies, and although none compete directly with etvoilà!, they can still infringe on the business’ revenue & popularity.

Some opportunities we identified include:
- Provide assistive technology such us compatibility with screen reader technologies.
- Enhance security features.
- Include language accessibility.
- Build loyalty through reward programs.

Starting the design

Paper wireframes

For the first version of etvoilà! home screen, I prioritized the search of Art Courses available to buy. I included strong cues to make payments and edit payment methods. The goal was to help users gain trust in the payment process. Being able to see all the screens of the app on paper, helped me prioritize the most relevant features to start working on the digital version.




I marked the elements of each sketch that I thought I could use in the digital wireframes.




Digital wireframes

Prototype #1

After the interviews process and considering all my findings, I made sure to give users clear cues to access the Payment Info Section. During the initial design phase, I worked on a very minimalistic version of the app. Te goal was avoiding the use of elements that could distract users form easily making a payment.

- Burger menu with access to every screen in the app.
- Carrousel with the School’s basic course offering.
- 3 dots menu to access payment information.
- Minimalistic footer menu to make it easy for users to navigate through the app.

At this stage on the design process, and before running the first usability study, users had a Main Payment Method that they could change during the Payment process.

Big buttons with large text was a key user need to address in the designs.

- Having a saved Main payment method in the user’s account could help simplify the payment process.



Prototype #2

Low-fidelity prototype

At this stage on the design process, and before running the first usability study, users had a Main Payment Method that they could change during the Payment process. Big buttons with large text was a key user need to address in the designs.

LO-FI


Usability study findings

I conducted two rounds of usability studies. Findings from a the first study helped guide the designs from a wireframes to mockups. The second study used a high-fidelity prototype and revealed what aspects of the mockups needed refining.

Round 1 findings

- It is not possible to change payment method during purchase process.
- It’s not clear how to edit payment method.
- Iconography in footer menu is not clear.

Round 2 findings

- Accessing the complete course offering is hard to do.
- “Continue Watching” section is confusing.
- QR payment flow needs work.

We used an affinity diagram to separate the data into groups of tasks which were further categorized by areas for improvement in Payment method, Choosing a course, Enrolling in a course, Completing Payment process, getting help and the overall experience.



Refining the Design

Early designs required some customization such as iteration of iconography in footer menu. After the first usability study, I completely iterated the Payment Flow. Users clearly expressed the need to change payment method during purchase process. I removed the Main payment method which was no longer needed in the new version.

Mockups





High-fidelity prototypes

The final high-fidelity prototype presented completed and polished user flows for selecting and purchasing courses. It also met user needs for reassurance when making a payment and availability for chat support 24/7.

HI-FI

Style Guide

Combining incredibly hi-contrast colors and two family fonts, I created etvoilà! design system.







Accessibility considerations

HI-contrast color palette for visually impaired users.
Contrast Ratio: 4.85:1

No use of affordances or complex cues such as 3 dots or burger menus. Detailed imagery for credit cards and payment methods.

Phone vibration when a transaction is completed. Lengthened time-out during payment process.

Navigation through text buttons and icons as an alternative for gestures. Footer menu includes icons and text.



Takeaways

Impact

Project goal was achieved. In the 2º Usability Study every participant was able to enroll in a course and felt reassured when making a payment through the app.

Quote form Participant Nº 2:
“I find it easy because in the end, every step you take is guiding you to complete the payment process”.

What I learned

I learned to never underestimate the opinions of the users. Every single one of the 10 people who participated in my Usabilities Studies provided brilliant insights that allowed me to continue working and improving on my design. Looking back to my first LO-FI prototype and how everything changed, I learned that what I think users need is almost never what they really need. Testing prototypes with actual users is certainly the most important part in the Design Process.