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Case Study

Banking App

Exploring the banking app project for ATM and cash point search, including the process of designing high-quality views for locating nearby banking services.

Banking App project hero — ATM and cash point search interface designs
Banking App project timeline showing the design process from research to final wireframes

Research & Competitor Analysis

Analyzing various bank websites revealed notable differences in functionality, clarity, and user-friendliness. For the banking app, it was imperative to assess these to ensure the designed solution meets user expectations and stays competitive.

Velo Bank
Strengths
Precise Location, Contact Info
Weaknesses
Lack of Filtering, Lack of Interactivity
ING Bank
Strengths
Filtering Options, Comprehensive Info
Weaknesses
Less Intuitive Navigation, Less Detailed Info
Bank Pekao S.A.
Strengths
Regional Division, Map with Locations
Weaknesses
Lack of Filtering, Limited Info
Bank Millennium
Strengths
Service Variety, Appointment Scheduling
Weaknesses
Less Clear Map, Lack of Interaction

Research Group

10 regular banking app users with diverse tech experience, average age approximately 30, various educational and professional backgrounds, from Warsaw, Gdansk, and Lodz.

Key Issues Identified

  • Need for quick, intuitive ATM and branch information access
  • Lack of interface clarity
  • Missing filtering options
  • Need for disability accessibility information
  • Absence of search personalization

Paper Prototyping

Guerrilla Testing

Guerrilla testing conducted to swiftly assess usability of key project elements. Tests were carried out in person with 3–5 participants representing the target audience.

Testing Focus Areas

Locating nearby ATMs Finding specific bank branches Interface clarity evaluation Navigation efficiency Feature accessibility
01
Preparation of Task Scenarios
Defined test objectives, developed key tasks based on paper prototypes — finding nearest ATM, locating cash-handling branches, checking disability accessibility.
02
Conducting Testing Sessions
In-person sessions with 3–5 participants, used paper prototypes, encouraged real-time feedback and thinking aloud.
03
Analysis of Results
Evaluated reactions, identified usability issues, assessed interface effectiveness, and generated improvement suggestions.

Hi-Fidelity Wireframes