Why “cool” doesn’t always deliver results
Peer to Peer Payments - Absa (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.
This was well before what we know now in apps like Revolut or Bunq.
While I enjoyed the project, I really had a hard time with the business/product management side. The Product Manager was overly attached to the concept of “swipe to pay”, trying to make an Tinder-esque experience, which didn’t test well at all.
But, the identity of the team became that of a "sandbox" team where new features and services are developed for use elsewhere in the bank - which was a massive achievement.
The progress:
Introduced and ran regular user testing - both for usability as well as product adoption.
The testing showed clearly that neither the product nor the desired usability were working.
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.
My contribution
I was the lead UX designer on this project:
Managed both design squads - in India as well as South Africa - 5 designers in total. Introduced best practice Agile rituals like stand-ups, retros and refinements.
Structured and led sprints - design, as well as development - where only strategically critical changes could be made mid-sprint (they had been struggling with sticking to the sprint plan because of constantly receiving new requests.)
Steered the app and team to become an experimental 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