ROLE: UX DESIGNER
SERVICES: UI/UX & BRANDING
Scrimp was born at a Startup Weekend. The gist of the app was to take what you don't spend and actually save it. In other words, Scrimp was a savings jar. Since then, the project has been put on a shelf, but not forgotten. I’m dusting off old design files to explore other financial and retail concepts and hopefully solve an age old problem for people, “I want that cool shiny new thing, but I can’t afford it!”
OUR IDEAL USER
Ideally our users will have a tendency to save up for short to long-term retail items and experiences. New sneakers, Golf clubs, Mountain Bike, Vacations, etc.
We tried utilizing existing behavior to guide users toward their savings goals. We operated on the assumption that users will fall into one of these three categories or at least exhibit these behaviors:
1. Cheapskates: Constantly scrounging. This user type would Scrimp small amounts, but save very often.
2. Loose Change Gatherers: Cashing in loose change or what’s left over from their paycheck. Medium amounts at a steady rate.
3. Payoffers: These people may have more bills to pay and money to move around. They will scrimp larger amounts, but less often.
THE SCRIMPING PROCESS
The three major milestones in a user’s Scrimp journey are creating a goal, tracking their progress and cashing out. To make this feedback loop easier, we’ve streamlined how users could input their Scrimp amounts. This keypad concept utilizes common dollar increments in order to decrease user input and make the process that much easier. The ideal flow starts with users selecting their Scrimp goal, entering an increment & tapping send.
A GOAL-ORIENTED APPROACH
Scrimp is an app aiming to help people become smarter savers. By saving toward desired products or experience, users can visualize their goal, track their progress and avoid frivolous fast food binges.