Product Design

Young Fintech Mobile App

A mobile fintech app designed to help teens aged 11–17 build healthy saving habits through clear goals, engaging visuals, and smart guidance.

Young Fintech Mobile App

Project Overview

Introducing the Project

A mobile fintech app designed to help teens aged 11–17 build healthy saving habits through clear goals, engaging visuals, and smart guidance.

Role

Product Designer

Duration

40 hours

Tools

Chat GPT, Figma, Figjam, Figma Slides

User Research

Understanding the Users

During the user research analysis, I focused on the target audience. Although the age range is quite narrow, there are different needs and pain points related to this kind of application. The first insight is that the functionality must be highly customizable to align with the user’s goals

This way, the different target users within the target range can use the same application for different purposes. Therefore, I hypothesize two buyer personas, each belonging to different needs clusters.

Lucy's Info

Lucy Smith Avatar

Info

Lucy Smith

12 years old

She does not have her own income. She receives weekly allowances from her parents and occasional sums of money from parents/relatives.

Goals

  • Saving money for small personal purchases such as toys, video games, or clothes;
  • Being able to track one's savings easily and enjoyably.

Pains

  • Lack of tools to clearly see how much is being saved
  • Tendency to spend allowance money immediately without realizing how quickly it runs out.

Lucy's Emphaty Map

Thinks and Feels

  • Saving money is difficult, but she would like to set aside her own money;
  • She feels grown-up and wants to start spending on her own

Hears

  • Her parents tell her not to waste money.
  • Her friends discuss what they want to buy.
Lucy Smith Avatar

Sees

  • She sees her friends buying things she would like;
  • She sees social ads for toys or products that she would like to buy.

Says and Does

  • She often asks her parents for money for small purchases.
  • She talks with friends about their purchases, games, and clothes.

Marcelo's Info

Marcelo Herrera Avatar

Info

Marcelo Herrera

17 years old

He earns about €350 a month from a part-time job at a restaurant and receives occasional contributions from parents/relatives.

Goals

  • Saving for future projects such as a trip or buying a scooter/car;
  • Learning to better manage personal finances.

Pains

  • He loses track of small daily expenses, struggling to achieve his savings goals;
  • He wants to prove that he is independent and that his money is enough to cover everything.

Marcelo's Emphaty Map

Thinks and Feels

  • He wants to be financially independent and save for long-term goals.
  • He believes that managing money is important for his future.

Hears

  • Parents tell him to save for the future.
  • Friends discuss important trips or buying a scooter/car
Marcelo Herrera Avatar

Sees

  • He sees some friends managing expenses and savings responsibly.
  • He sees their peers spending impulsively and would like to do better.

Says and Does

  • He talks with friends about part-time job opportunities and saving.
  • He frequently checks his account to see if he can save money.

Competitive Analysis

Exploring the Market

After analyzing the target, I moved on to a market analysis to identify any existing Fintech solutions that could address the identified needs. I then highlighted the main features of these solutions to benchmark savings apps for young people.

I found the following situation inside the market:

Competitive Analysis Table

Ideation

Defining the Idea

After analyzing the current market solutions, some features consistently emerge in savings management applications.
Beyond their specific interfaces, most of these products share similar patterns in how users set goals, track progress, and receive motivation over time.
This analysis helped identify the most relevant functionalities and guided the definition of what features could best fit our users’ needs.

The functionalities are the following:

Spending Projects Icon

Spending Projects

Saving Functions Icon

Saving Functions

Allowance Icon

Allowance

Design sketches

I used pen and paper to create some sketches of application as a guide for wireframe

Project Sketch

Visualizing with wireframes

Then I created the Hi-Fi version of the wireframe to streamline the transition to mockups

wireframe_0
wireframe_1
wireframe_2
wireframe_3

Solution

Designing the solution

Given the different needs of the users within the target audience and the complexity of financial topics at such a young age, I decided to divide the main 'Saving money' feature into three distinct micro-features.

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Project functionality

The Project feature allows the user to create multiple savings projects with a set deadline (such as buying a new video game, a scooter, or a trip).

The size of the project is determined by the target user, making the feature completely versatile.

Project's functionality Userflow

The proposed user flow for this feature is the following:

Project Userflow

Project's Mockups

The following mockups illustrate how this flow translates into the interface:

mockup_0
mockup_1
mockup_2

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Piggy Bank functionality

The Piggy Bank function allows the user to save money for their future.

Unlike the Project function, the Piggy Bank does not have a deadline or a target to reach. For this reason, the money deposited in the piggy bank will earn a monthly interest based on the total amount and set by the user's parents.

Through these features, the user is encouraged to deposit money frequently and leave it in the piggy bank for as long as possible.

Piggy Bank's functionality Userflow

The proposed user flow for this feature is the following:

Piggy Bank Userflow

Piggy Bank's Mockups

The following mockups illustrate how this flow translates into the interface:

mockup_0
mockup_1
mockup_2

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Teen Allowance functionality

The Allowance feature allows the user to redeem their allowance by completing a list of tasks.

Tasks are added by parents, who assign the corresponding value.

Depending on the target audience, there will be tasks of varying difficulty, allowing the feature to be used by the entire target audience.

Teen Allowance's functionality Userflow

The proposed user flow for this feature is the following:

Teen Allowance Userflow

Teen Allowance's Mockups

The following mockups illustrate how this flow translates into the interface:

mockup_0
mockup_1
mockup_2

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