Common!

Case study: mobile app for managing a group budget

Fictional project – UX/UI design – September to November 2025

Background and objectives

As part of the Google UX Design certification, I carried out this design case study for a fictional mobile app. My role was that of UX/UI designer, from user research to high-fidelity prototyping, following the steps of Design Thinking. This is primarily an exercise designed to apply key UX design concepts throughout the learning process.

My choice of prompt (from a set list):
"Designing an app that helps friend or family groups manage a household budget and save up for a common goal (such as a vacation)."

UX research

For the UX research phase, I chose the survey method combined with secondary research.
I submitted a number of questions to a diverse sample of people in my circle to gather quantitative and qualitative data.

With these results, I was able to categorise my users into two distinct groups, on which I would base my personas: 

Group A

  • 25–34 years old
  • comfortable with technology
  • frequently use expense management apps

Group B

  • 35 years old and over
  • less comfortable with technology
  • do not use or rarely use expense management apps
capture d'écran sondage

Common pain points

  • Motivation of participants
  • Apps that are too confusing and not appealing enough
  • Difficulty or impossibility of connecting external tools (payment)
  • Information not sufficiently centralised

Empathy maps

Target audience

Still in the Empathy phase of Design Thinking, I created two persona sheets based on the data obtained from research and with the help of generative AI.

Problem statements

  • Emma is a sociable traveller who needs a simple way to plan and manage a shared savings goal, as she wants her group to stay organised and motivated.
  • Michael is an organised family man who needs a simple tool to create and track shared financial goals, as he wants his family to work together and achieve their plans together.

User journey map

Ideation

Brainstorming & storyboard

I began the ideation phase by creating a storyboard to put myself back in a position of empathy with the user, then I started writing down ideas, value propositions.

Competitive audit

I conducted an audit of two indirect competitors, the Tricount and Splitwise apps, to identify their strengths and weaknesses and extract opportunities from them.

Tricount Splitwise
Strengths Optional login
Onboarding on homepage
Quite intuitive
Skippable onboarding
Groups by type (travel, housing, etc.)
Weaknesses Few features, very simple Login required upon opening
Lack of transparency regarding expenses
Freemium model

Tricount

Forces : 

  • Optional login
  • Tutoriel sur la page d’accueil
  • Quite intuitive

Faiblesses : 

  • Few features, very simple

Splitwise

Forces : 

  • Skippable onboarding
  • Groups by type (travel, housing, etc.)

Faiblesses : 

  • Connexion obligatoire dès l’ouverture
  • Lack of transparency regarding expenses
  • Freemium model

Opportunities

  • Optional login/sign up
  • Light and skippable onboarding
  • Categorised projects (trip, joint gift, etc)
  • Total transparency regarding expenses
  • Visual and collaborative monitoring of shared objectives
  • Playful and intuitive interface
  • Friendly and engaging tone
  • Completely free of charge
  • Gamification interactions (badges, reminders, rewards)

User flow & information architecture

I then created a user flow to define the user's journey through the application...

Click to enlarge

…then a sitemap to organise and prioritise the content.

Wireframes

I created a wireframe of the main flow pages of the app, initially by hand to make it easier to iterate and start roughing out the zoning. Then I switched to Figma to create the digital version, which then evolved into a low-fidelity prototype.

Click to enlarge

Usability testing

In a user-centred design approach, testing the low-fidelity prototype is important because it allows participants to give honest feedback and designers to iterate while setting aside their biases.
I therefore put together a UX research plan to define the objective of the user test, the questions we wanted to answer, the KPIs to measure, the methodology, the sample of participants (in this case, a few friends and family members), and the script of tasks to be performed.
After the test, I was able to draw conclusions to iterate on my prototype.

Insights

  • No major issues with the main flow; navigation is intuitive.
  • Hesitation about the choice of project type, so provide assistance and a clear UI for this part.
  • Hesitations about the location of the chat, and the project dashboard found to be a bit "confusing", so the interface of this page needs to be reviewed, and tab navigation abandoned.

Iteration

Final design

I finally created the application's design system, the mock-up, then the interactions and navigation to make a high-fidelity prototype.

Conclusion

📝 Due to the fictional nature of this project and the resources at my disposal, I was forced to validate my UX choices with limited data, no real measurable KPIs, and a reduced testing cycle...
👍 Despite this, I was able to deepen my knowledge of UX/UI, apply new methodologies, and create a product with a clear architecture, a smooth user experience, and a consistent design.

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