LivePay
INTRODUCTION
Context
According to the latest study by Germany’s central bank, the Bundesbank, on payment behavior, Germans pay for nearly 60 percent of their purchases—both goods and services—in cash.But in Germany, an obsession with privacy, mistrust of big-tech and fintech in general, and worries about political and financial crises depleting bank balances overnight—an experience rooted in history as well as a cultural desire for control—all contribute to the country’s love for cash.
Problem Statement
1. Our users need an easy and intuitive way to use their e-card because they want to have safe transactions when buying things online and to be able to instantly refund friends (share the restaurant bill) or family (birthday gift).
2. Our users need a way to help them save money every month because they wish to economize for some future projects like buying a car, a house, etc.
Solution
A responsive web app easy and free to use, allowing peer to peer transfert and online/at shops payment throught a virtual credit card.
Target Audience
Anyone in Germany who needs to make electronic payments – in a local store, online, to a friend – with your phone or card, set up with their bank.
Competition
There is no direct competition since this service would be free and respectful of users’ privacy. Indirect competitors are banks (N26, Revolut), payment methods (Apple Wallet, Google Pay, Samsung Pay) and apps like PayPal.
Business objectives
Create a competitive application that has the ability to quickly gain a considerable amount of users. The project is commissioned by Germany and benefits from public funding.
User personas
Sara and Oliver represent a wild sample group of potential future users. They both often travel, need to make payments abroad, in different currencies, for a service or to friends (peer to peer), and in multiple contexts. They are both sensitive to our topic but in different ways. Which is important for us in order to have a wider range of inputs, needs, motivations, frustrations and feedback.
User flow
THE USERS
User research analysis
The goal of this study is to assess the learnability of new users interacting with the digital payments application for the first time on mobile. We would like to observe and measure if users understand the project, its value, and how to complete basic initial functions such as sending money to someone and adding a credit card in the e-wallet.
Affinity maps
DESIGN
Style Guides
Mid-Fidelity prototypes
Interactive flow
You can go througth the interactive Figma flow here.
Hi-Fidelity prototypes
The transactions will be free of charge and without commissions for the users (private person, retailer, shops). The service will prioritize security, user privacy Utilizing biometric data such as fingerprints or facial recognition for secure and convenient user authentication during online transactions.