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Fintech · Case Study · 2026

GrowMint: Finance habits, built for real life.

A mobile app that helps young adults build real financial habits by connecting daily spending to goals that actually matter to them.

GrowMint app shown on a phone

Field

Fintech

Role

UX Designer

Focus

Behavior design, habit-building, financial awareness, goal planning

Tools

Figma, FigJam

Methods

Competitive analysis, information architecture, interaction design

Overview

Most finance apps track your money. They don't help you understand it.

GrowMint is a mobile app designed to help young adults build real financial habits by connecting daily spending to goals that actually matter to them. Not another dashboard full of numbers. A system that meets users where they are and builds understanding from there.

The result: users who open the app, stay in it, and actually change what they do with their money.

The Problem

GrowMint user journey map of a young adult building financial habits

Maya is 18. She just started college and her first job. She has income coming in but no idea where it goes. She's not irresponsible. She just never had a system.

Most finance apps make that worse. They hand users a dashboard full of numbers and assume they know what to do with it. Users open the app once, feel overwhelmed, and never come back.

The question I kept returning to: how might I help young adults build healthy financial habits so they can actually take control of their finances?

Discovery

I started with competitive analysis to understand what young adults were already being handed.

I looked at Rocket Money and Credit Karma. Both are built for general adults who already understand money. Rocket Money focuses on bill negotiation. Credit Karma is a credit monitoring tool with a marketplace underneath it. Both treat financial data as the product. Neither treats the user's behavior as something worth designing for.

Rocket MoneyCredit KarmaGrowMint
Primary focusBill negotiationCredit monitoringHabit-building
Target audienceGeneral adultsGeneral adultsYoung adults
Financial educationMinimalMinimalCore feature
Goal settingBasicNoneGuided
Behavior awarenessNoneNoneCentral
ToneTransactionalMarketplace-drivenSupportive

That gap defined GrowMint's direction. Not another tracker. A system that connects spending to habits, and habits to goals.

Wireframes

Before high-fidelity design, I sketched the core flows to test structure and hierarchy quickly.

Low-fidelity wireframe of the Dashboard screen

Dashboard

  1. Balance leads. Users need to know where they stand first.
  2. Savings goals are above the fold. Visibility drives return visits.
  3. Quick stats give a weekly snapshot without extra navigation.
Low-fidelity wireframe of the Spending Insights screen

Spending Insights

  1. Chart appears before numbers. Pattern recognition is faster visually.
  2. Category breakdown uses a list, not a legend. Easier to scan on mobile.
  3. Daily and weekly views are separated. They serve different mental models.
Low-fidelity wireframe of the Goal Builder screen

Goal Builder

  1. Preset categories reduce decision fatigue without removing choice.
  2. Custom Goal is still an option. Structure first, agency always.
  3. Progress sits on the same screen as goal selection. Context matters.
Low-fidelity wireframe of the Smart Nudges screen

Smart Nudges

  1. Chart leads the screen. The overall pattern comes before the details.
  2. Weekly cadence instead of daily. Space to absorb beats pressure to check in.
  3. Accordion cards let users expand what's relevant and skip what isn't.

Process

The clearest design decisions I made were the ones where I said no.

I considered open-ended budget input. I decided against it. Open input sounds empowering but it puts cognitive work on users who don't yet have the financial vocabulary to know what categories matter. Preset categories give structure without removing agency.

I considered gamification. Points, badges, streaks. I decided against that too. Young adults dealing with real financial pressure don't need a game. They need clarity. A badge for saving $50 means nothing outside the app. A real goal with a real dollar amount does.

I considered daily nudges. I went with weekly summaries instead. Daily check-ins create pressure that works against GrowMint's non-judgmental tone. Weekly summaries give spending patterns time to emerge and give users space to absorb them.

Every one of those decisions was about reducing the distance between what users see and what they understand.

Design Challenges

The hardest part of GrowMint wasn't the layout. It was the words.

Smart Nudges needed a tone that felt encouraging without being preachy, and honest without being discouraging. Too positive and it feels fake. Too blunt and it reinforces the anxiety Maya already has about money. There wasn't a formula for finding that line. It came down to instinct.

Early versions leaned too motivational. Lines like “You're doing great!” felt hollow after someone had overspent three weeks in a row. Other versions went flat, stating numbers with no warmth at all. That felt like being scolded by a spreadsheet. Neither extreme worked.

The fix was grounding every nudge in a specific number. Not “you're close to your goal” but “$58 a week keeps Tokyo on track.” Not “nice work” but “$406 spent, $46 under target. Nice.” A vague compliment can be generated by anyone. A specific number tied to a specific outcome means the app actually looked at what you did.

I didn't have user testing data to validate this tone. I designed toward it deliberately, and it's a direction I'd want to validate with real users if I kept building this out.

Solution

GrowMint is built around four core screens.

Dashboard screenSpending Insights screenGoal Builder screenSmart Nudges screen

Accessibility

Financial stress already increases the mental effort users bring to every decision. I treated accessibility as a core constraint.

Clear visual hierarchy guides attention without requiring users to hunt for information. Simple data visualizations communicate trends without requiring financial literacy to read them. Color-independent feedback means status is never communicated by color alone. Each screen focuses on one thing at a time, so users never have to figure out what to do next.

A confusing finance app doesn't just frustrate users. It reinforces the feeling that money is too complicated to understand. Every accessibility decision here works against that feeling.

Reflection & What's Next

This project pushed me beyond interface design into behavior design. The challenge wasn't displaying financial information, it was deciding how much information users actually need to make better decisions. GrowMint taught me that effective financial tools aren't built around data. They're built around understanding.

Next I'd test with real young adults managing their finances for the first time. Not design students. People like Maya. I'd validate the nudge tone, close the habit loop more explicitly, and connect goal progress directly to daily spending decisions. That connection between what Maya buys today and whether she makes it to Tokyo is where GrowMint gets really powerful.

What surprised me most was how much the words inside Smart Nudges mattered. The tone had to feel encouraging without being preachy, and grounded enough that users could trust it. Getting that balance right was harder than getting the layout right.

Next: Somna