Product design for new death tech app from conception to realisation
Auderli is a startup that focuses on personal finances. The app provides users with a secure space to organise and share important life information.
My role
As the designer on the team, I joined at the very beginning. I worked closely with a CTO, engineers, and a Product Owner. Together, our goal was to design and build the app from the ground up. We focused on delivering a top tier UX using lean/agile, releasing an MVP early and releasing updates regularly, learning as much as we could along the way.
Understanding and Mapping the Founder’s Vision
Our founder, who is both an accountant and an entrepreneur, had a clear vision for a product that addresses specific needs he has observed while working with people’s personal finances. By understanding this vision and mapping it out at a high level, as well as identifying key user profiles, we were able to begin with the end goal in mind. This was our North Star. Having this allowed me to regularly take a step back and gain a broader perspective before diving into the details of individual stories.
Early prototypes
The app has some basic features that are used repeatedly to create a consistent and cohesive user experience. I created early prototypes of the app to test with potential customers to make sure the user experience was on the right track. This testing also helped us confirm some of our early assumptions and statements from the founders. Early prototype in Figma
Working with story maps
Through trial and error we discovered that using story maps was really helpful in dealing with the the large number of user stories. It allowed us to explore various scenarios and, most importantly, helped us simplify and prioritize them into actionable stories.
Starting ‘low-fi’
As someone who strongly believes in receiving feedback early and frequently, all major pieces of work start with low-fidelity sketches and flows. These are shared through Slack/Teams. If they are a bit more complex, I will provide a loom video walkthrough for the team to review and provide feedback at their own pace or discuss in person. For each “feature,” I create a Teams/Slack channel where designs can be shared and discussed.
This approach has helped us iterate quickly on designs and minimise design waste in more exploratory work. This helps the team quickly estimate the size and prioritise and break up larger areas of work.
I may also create a prototype with or without a loom walkthrough to communicate more complex designs
Prototyping where necessary
For more complex designs I might create a high fidelity prototype with a walkthrough of the features. At this point I sometimes share a Loom video to walk through the feature. this gives developers time to review the new functionality before we discuss it and make refinements in refinement meetings.
Creating high fidelity mockups for the Engineering team to build and estimate
Using Figma and either a file or a page for each user story we were able to use detailed designs to provide estimates for engineering effort. Normally we would discuss and review a design as a team, before estimating the delivery effort and or breaking it down further. This was central for the teams ability to plan Sprints and deliver features. The designs can include detailed annotated up designs when extra detail os needed over and above the BDD which is created from the designs and used for acceptance testing.
Building a brand, website and design system
We wanted Auderli to have a strong brand which should be approachable, accessible to all and soften the difficult subject of death tech. We worked with a brand agency to help us create the identity and which has then evolved in the app and website.
An early design system
A design system for Auderli has been created using a Figma component library. This initially focussed on basic brand elements. Colour, typography, buttons, form elements and icons and illustrations.
As more complex components have taken shape these have been added and the component library has grown and evolved. The approach is inspired by the Brad Frost approach of beginning with base level Atoms and building combination components out of more basic building blocks.
Documenting design decisions
So often painstaking design decisions can get lost in the passage of time. To help build a solid design foundation I believe that documenting design decisions, design research and creating guides (For example: Writing for interfaces) as we go will help us in the future understand why decisions were made.
Tooling and collabration
My primary design tool was Figma. I created a design system early for atomic elements and built the pattern library slowly as UI patterns became more established. I organise the Figma files by Objectives. For each long term objective I create a design file, and for each individual story a page which is linked to from individual stories. Where necessary prototypes are included.
Option | Description |
---|---|
UI Design | Figma |
Animated elements | Lottiefiles |
Prototyping | Figma |
Storymapping | Miro |
Product backlog | Azure |
Collaboration | Teams/Loom |
Tech stack
Option | Description |
---|---|
Website | Gatsby/Netlify, Webflow |
Tracking | GA, Heap, Hubspot |
Payments | Chargebee |
Customer management/CRM | Hubspot |
Authentication | Auth0 |
App FE | React/MUI |
Learnings
The agile process can help prevent designers boiling the ocean. As a UX designer I want to define everything up front. I think it’s part of our nature to control everything and make everything perfect. We must think of every scenario, every user need, every combination…It can be exhausting but we persevere and we get there in the end. Delivering a well thought out complex intertwined system.
In practice this method is fraught with difficulties. We either get stuck in analysis paralysis or we take large amounts of time defining everything up-front, only to find a few weeks after the first iteration model that new scenarios and learnings crop up.
Auderli has helped me ‘let go’, by focussing on working on a single feature thoughtfully and methodically, without trying to engineer the entire system at once. Accepting that change will happen, and seeing how our beliefs of the entire system evolve as a result has been liberating.
Story maps are a great way of organising user needs and stories. Getting everything down on a story map allowed me to make sure we had covered off all scenarios and all needs, allowing us to prioritise the most important whilst having a running document of what user needs were still missing.
Sticking to the minimum needed allowed us to deliver value very quickly. For example we shipped paid subscriptions in a few weeks. This could have taken a great deal longer, had we covered every scenario and every combination of edge case scenarios. Being able to deal with these edge cases later meant that we were able to deliver customer value incredibly quickly.
Back to case studies ⤴