Slithers' snakes-and-ladders reward board — numbered squares, snakes, ladders, treasure chests, the player token, and the Start square
All work

Slithers · Vertical Institute UX Bootcamp · 2022

Exploring how budgeting could feel less like a chore

UX bootcamp capstoneMobile appSolo project

Slithers is a mobile budgeting concept for young adults who understand the value of managing their money but struggle to maintain the habit. It combines lightweight expense tracking and goal planning with a snakes-and-ladders-inspired reward loop designed to make progress feel more immediate.

I took Slithers from research to a tested high-fidelity concept on my own, as my capstone for Vertical Institute’s UX Design Bootcamp in 2022. Rather than using gamification as decoration, I explored whether everyday budgeting actions, financial progress and a simple reward system could form one connected experience.

Project type

Independent UX bootcamp capstone

Timeline

June 2022

Deliverables

Research synthesis, personas, user flows, wireframes, and a tested high-fidelity mobile prototype.

Tools

Figma, Miro

Scope of work

  • UX research
  • User flows
  • Information architecture
  • Prototyping
  • Visual foundations & reusable components

Budgeting matters, but maintaining it feels burdensome

Young adults may understand that budgeting matters without sustaining the daily effort it takes: recording expenses feels repetitive, confronting spending can be uncomfortable, and the benefit feels too distant to justify the work.

The opportunity wasn’t simply another expense tracker—I wanted the core task to require less effort while making progress visible enough to give people a reason to return.

✦ THE DESIGN QUESTION

How might we reduce the effort and emotional friction of budgeting while making progress feel more immediate for young adults?

What the research revealed

I interviewed five people aged 20–28 over Zoom: two students and three working adults, all of whom had tried a budgeting app. Because my questions touched on reminders, rewards and playful interactions, I treated positive reactions to gamification as directional interest rather than behavioural evidence, and the small convenience sample as exploratory.

Across five interviews, four recurring themes shaped the direction of the concept.

01Behaviour

Expense tracking required too much effort

Four of five participants had tried spreadsheets but found them tedious on mobile, and disliked apps that took too many steps to record a transaction.

02Motivation

Motivation faded even when the value was understood

Participants recognised budgeting’s importance, yet some stopped once initial motivation passed—the delayed benefit struggled to compete with the immediate effort of logging expenses.

03Emotion

Financial visibility could trigger avoidance

For some, tracking meant confronting spending they’d rather not acknowledge—the experience needed to inform without feeling punitive.

04Visibility

Progress needed to be understandable quickly

Participants valued expense overviews, visible goals, tips and reminders—a quick sense of where money was going and whether they were on track, without reading a dense dashboard.

Turning recurring behaviours into audience profiles

I grouped the shared needs and behaviours from the interviews into two research-informed profiles.

PERSONA 01

Portrait of Chloe Lim

Chloe Lim

"I want to stay on top of my spending, but updating Excel every day feels like a chore."

Profile

22 · University student · Singapore

Motivation

Save for her graduation trip and build financial independence

Frustration

Forgets to record expenses · finds Excel and existing budgeting apps tedious

PERSONA 02

Portrait of Derrick Chan

Derrick Chan

"I need one place to track everyday spending, loans and bills while saving for what comes next."

Profile

26 · Working adult · Singapore

Motivation

Pay down his loans and credit-card bills while saving to move out

Frustration

Too many transactions to track · difficulty remembering balances and payments

RESEARCH FINDINGS → OPPORTUNITY AREAS → FIRST PROTOTYPE SCOPE → EARLY INTERFACE EXPLORATION

From evidence to scope

Reframing the problem, prioritising what the first prototype needed to test, and exploring how to bring it to life — each stage below is shown with the artefact that supports it.

01Reframe

Reframing the problem

The interviews shifted my question from "How can I build a better expense tracker?" to "How can progress feel immediate enough to justify repeated effort?" I wrote four how-might-we prompts to open up directions such as guidance, play and rewards. They were prompts rather than requirements, so I judged the ideas they produced against four principles drawn from the interview findings.

How-might-we prompts

Four principles for evaluating ideas

Make the essential action lightweight.

Recording an expense should require minimal effort; a game could not compensate for a time-consuming core task.

Fit naturally into everyday routines.

Budgeting should feel easy to incorporate into an existing routine, with minimal interruption and a clear reason for users to return.

Turn delayed progress into visible feedback.

Spending and goal status should be understandable without searching through several screens.

Encourage without creating shame.

The experience should use positive reinforcement and practical guidance rather than punishing overspending or broken streaks.

Each principle later shaped a design decision: lightweight entry became decision 01, visible feedback became the home-screen progress hub (02), the routine principle became the daily roll (03), and encouragement shaped both the reward loop and the visual tone (03 and 04).

From principles to user stories

I wrote user stories from the same findings. These became the items I prioritised next:

As someone who finds manual tracking tedious, I want to record an expense quickly so that budgeting does not interrupt my day.

As someone working towards a financial goal, I want to see my progress clearly so that I understand whether my actions are helping.

As someone who loses motivation over time, I want small signs of progress so that the benefit of continuing feels less distant.

02Prioritise

Prioritising the first prototype’s scope

Included in the first prototype

Because the research generated more ideas than the capstone timeline allowed, I used MoSCoW prioritisation to scope the first prototype: expense entry, spending visibility, goals, game progress, tips and rewards.

Deferred

A wallet, social system and expanded multiplayer board were deferred—they added complexity without directly helping test the central experience.

First prototype scope

03Explore

Exploring the concept with Crazy 8s

I used Crazy 8s to explore ways of making progress visible and introducing an immediate return interaction. Snakes-and-ladders offered a familiar, step-based structure connecting budgeting actions to gradual progress, tips and rewards—selected as a concept to test, not a research-proven solution to habit formation.

Early interface sketches

Connecting budgeting actions to a return loop

The key decision was to connect budgeting and play: financial actions would drive game progress, while the game would return users to their financial information. This remained a product hypothesis requiring longer-term behavioural testing.

01

Set goals

Create or monitor category- and time-based savings goals and understand the remaining amount.

02

Track spending

Add expenses and review spending across day, week, and month views.

03

Earn progress

Budgeting activity and goal milestones contribute to progress and bonus opportunities.

04

Roll and move

Use the daily or earned roll to move through the game board.

05

Reveal guidance or rewards

Discover financial tips, and review available, upcoming and redeemed rewards.

06

Return to budgeting

Bring the user back to their spending and goals, completing the loop.

The game layer was designed as a return loop around budgeting tasks—not as a replacement for them.

Translating the loop into a mid-fidelity prototype

I translated the loop into a mid-fidelity prototype, settling navigation, hierarchy and task completion before applying the visual system.

Mid-fidelity Slithers screens showing authentication and the home-screen hierarchy.
01 / 03

Establishing access and the home hierarchy

Login, account creation and the home screen established the main entry points, navigation structure and visibility of financial progress.

Four key design decisions

01

Keeping expense tracking lightweight

  • Participants repeatedly described tracking as tedious, so expense entry became the workflow to simplify first.
  • The flow records only the essential transaction details; mapping it exposed where repeated entry ran long, so I cut intermediate steps.

RATIONALE

Recording a purchase on the go, then seeing recent expenses and the spending chart on the same screen, keeps tracking quick enough for everyday life.

Recording and reviewing an expense

02

Making the home screen a progress hub

  • The home screen brings goal progress, core budgeting tasks and one daily game action into one view, so users can see where they stand and decide what to do next.
  • Less frequently needed detail stays in the dedicated expenses, goals and rewards views to avoid overloading it.

RATIONALE

Financial progress remained the reason for using the product, while the game provided a lightweight return interaction.

Slithers home screen combining the daily game board, core budgeting actions and budget-goal progress.
Bringing financial progress and the next action into one view

03

Encouraging consistent use through daily rewards

  • Users receive one roll each day they return, and each roll can unlock something useful, such as a budgeting tip or voucher.
  • Continued visits and progress towards goals unlock bonus rolls and better rewards, tying the incentive back to tracking.

RATIONALE

Daily rolls give an immediate reason to come back, while tips and rewards encourage building tracking into a routine.

A daily roll unlocks a budgeting tip

04

Balancing playfulness with financial clarity

  • A white base, bright accents and Space Mono created an approachable alternative to the formal tone of many financial products.
  • Colours had consistent roles, and financial information stayed separate from decorative game elements, so legible numbers and clear controls came first.

Visual foundations and reusable components

A lightweight system balancing financial clarity with playful progress, rebuilt from the 2022 design-system board so it stays legible here.

Colour roles

Primary action#5AF56A
Alert#DF3535
Financial information#476CA0
Surface#FFFFFF
Progress#FACD32
Reward#7AB243

Typography

Space Mono — Bold

Your monthly budget

Space Mono — Bold

$1,240 remaining

Space Mono — Regular

Monthly progress

Space Mono — Regular

You have used 34% of your budget

Instrument Sans — Regular

Budgeting gives you control over your money so you can spend intentionally, save more, and stay prepared for life’s surprises.

Navigation & tabs

My RewardsRedeemedComing Soon

Actions & inputs

Add expenseView goal
Amount$0.00
DateDD – MM – YYYY
Category🍔 Food & Dining

Financial & reward components

Balance remaining

$1,240

of $2,000 budget

Groceries

12th May 2022

-$68.45

Vacation Fund

$750 of $2,000

Roll the dice

Earn a reward!

Treasure Found!

You earned 50 points

RATIONALE

The capstone did not include a full accessibility or financial-compliance review; contrast, chart labelling, error prevention and privacy messaging would need evaluation before development.

Testing findings and next iteration

Evaluating usability—not long-term behaviour.

I ran remote usability sessions with the same five interview participants, who completed tasks across expenses, spending, goals and the game-and-reward model in the high-fidelity prototype. Reusing them fit the timeline but introduced familiarity bias, and the sessions assessed comprehension and task usability, not whether Slithers could sustain budgeting over time.

Testing revealed four actionable gaps and informed four proposed improvements for a subsequent iteration.

Finding 01

Reward earning was unclear

Observed

Participants understood that rewards existed, but some were unsure how their budgeting activity affected game progress.

Design response

Proposed contextual explanations showing which actions earned progress and how they connected to rolls and rewards.

Finding 02

Expense management felt incomplete

Observed

Participants looked for a way to remove an incorrectly added expense.

Design response

Proposed a delete action to individual entries with a confirmation step to reduce accidental removal.

Finding 03

Spending views needed more flexibility

Observed

Participants wanted to compare spending across different periods rather than remain limited to a monthly chart.

Design response

Proposed day, week and month controls while retaining month as the default view.

Finding 04

Goal information needed to be more visible

Observed

Participants wanted more context on the home screen without opening each individual goal.

Design response

Proposed adding descriptions to the goal cards.

These are recommended next steps: they were not implemented or retested within the project timeline.

Final experience

Final experience

Bringing the complete experience together

The walkthrough shows the loop end to end: managing a goal, recording an expense, playing the daily roll and discovering a reward. Supporting account screens were included only to make the prototype navigable.

Final prototype walkthrough—from budgeting action to game progress and reward.

Outcome and evidence

Outcome

Slithers resulted in an end-to-end high-fidelity mobile prototype informed by five exploratory interviews and evaluated through five remote usability sessions.

5

Exploratory interviews

5

Remote usability sessions

1

Connected high-fidelity prototype

What the project demonstrates

Research to direction

Translated qualitative patterns into a focused product hypothesis.

Focused scope

Prioritised one connected experience within a limited capstone timeline.

Connected workflows

Designed related expense, goal, game and reward workflows as one coherent experience.

Usability evidence

Used usability findings to identify missing controls and unclear mental models.

As a capstone prototype, Slithers was not launched. The outcome therefore reflects prototype completion and usability evidence rather than post-launch product metrics.

Learnings & reflection

Turning research into design decisions

I learned to carry participant needs into the product flow, using research to decide what to prioritise and how the experience should work.

Framing the problem before designing

Taking time to define the problem before designing screens gave the project clearer direction—grounded in real user habits and challenges rather than assumptions.

Learning directly from users

Testing with real users showed me that a flow can feel clear to the designer but work differently in practice. Their feedback surfaced gaps and assumptions I couldn’t have caught alone.

Why this project still matters

Slithers was my first complete, evidence-led design project, and the one that showed me how research, scope, prototyping and testing build on one another.

Where it led

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