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CASE STUDY:
GAMIFYING
BILLS

M Y  R O L E S
CONTENT DESIGNER
UX WRITER
DESK RESEARCHER
PM + TEAM RECRUITER
T O O L S
MIRO
NOTION
FIGMA
GOOGLE SLIDES
T E A M
USER TESTING - John White
UI DESIGNER - Nibras Ibnomer
BE DEV - Allan Wazacz
PLD - Pooran Panwar
T I M E
6 MONTHS
QUICK LINKS
KYB_mockup_THE_GOOD_ONE.png

ABOUT
CLEO

"STRESS LESS ABOUT MONEY"

Cleo isn't a traditional personal finance app.

She's an AI chatbot hellbent on redefining Gen Z's relationship with money. Her "big sis energy" tone of voice tells users like it is, but always with empathy — laughing only at what they have the power to change.

As a Saas platform, she enables users to:

  • Track money

  • Autosave

  • Build a budget

  • Realize money goals

Cleo's mission?

"To fight for the World's financial health"

About Cleo

PROJECT
BACKGROUND

LET THE GAMES BEGIN

Gamified learning is a proven means to guide users in successful everyday spending. Still, Cleo only offered two games, both focused solely on reviewing users' past spending. So rather than giving users tools for future success, the games reviewed spending missteps more than they prevented them.

My PLD asked me to deliver a "new bet" game experience for Cleo's chat function. The game theme and its content were left to my discretion. I wanted to focus on planning — the key to preventing overspending. Considering the success of our current games with high-intent, low-motivation users (our majority base), we had the opportunity to create a game that could motivate users to plan spending around fixed payments, like bills and subscriptions, in a way that's less work and more fun.

OBJECTIVE

Build on the success of previous games to cement Cleo's value proposition in guiding users with their everyday spending through forward planning, but make it easy, fun, and offer hope.

TARGET AUDIENCE

Any bank-connected user with income and bills in their budget

REQUIREMENTS
  • 6 mo timeline

  • Brand voice, style guide adherence 

  • High focus on past game success to minimize coding and design scope

  • Use user budget data

  • Restrict to chat platform

ANTI-GOALS
  • Users' past transactions

  • Only optimize existing game(s)

  • Prize money as USP

TIMELINES

Research: 1 month

Define content: 1 month

Prototype: 2 weeks

User testing: 1 week

Code: 3 weeks

A/B test: 8 weeks

​​Promote (if successful) 

SUCCESS METRICS

Leading: Adoption equal to or greater than the existing game

 

Lagging: Retention equal to or greater than the existing game for 8 weeks

Requrements
Problem

HYPOTHESIS

By making awareness of upcoming bills and paycheck timing as easy as playing a game, we can motivate users to plan their everyday spending in advance and spend more wisely.
Hypothesis

The new game had to succeed as a chat-based experience. I knew from my performance background that anchoring conversation in a relatable context is integral to meaningful audience engagement. I had to meet users where they were—the game had to address a need.

 

Research was the most important step in delivering structured and useful game content. Addressing pain points and challenges, and fitting users' mental models around planning spending and fixed payments had to serve as the basis of the game.

To validate my assumption that bills posed a substantial challenge around planning everyday spending, I looked to Cleo's existing bank of valuable user research.

RESEARCH

KNOWN USER
NEEDS

SUPER-NEED: IDK MY BILLS

GOAL

Use existing research to validate my assumption of the need for a forward-planning game and identify a super-need or game theme specific to fixed payments and bills.

FINDINGS

Users don't know which bills are coming out of which paycheck. Bills have a monthly cadence and pay is generally weekly or biweekly, adding cognitive load, resulting in missed payments, late payments, and overdrawing.

 

✅  Yes there's a need for users to plan spending better around their bills

🚫  No there's not an explicit desire stated by users for a game that helps them do this

🤨  Maybe there's an opportunity to gamify understanding which bills come from which paycheck

Research

How might this new game address the need to plan better around bills to help prevent users from overspending? The "how" is addressed within the chat game question-and-answer combos—we'll call these sub-needs. This was the structure of Cleo's current, high-retention Cleo chat-based quiz game "Know Your Money." If the theme and super-need of that game is "to know where my money went" then each of the question-and-answers combos supports this via a sub-need.

 

Next step? Examine the sub-needs in the existing game's content.

EXISTING GAME
ANALYSIS

SUB-NEEDS AS CHAT Q&A'S

GOAL

Uncover the chat format and needs-logic of Cleo's most engaged game, "Know Your Money" to define user sub-needs it addresses.

FINDINGS + SYNTHESIS

To understand this, I created a script version of the existing game and mined for sub-needs like actors mine for scripted subtext (ok, theatre degree!).

The script below is a sample of the work to identify the sub-needs addressed by the existing game enabling users to better "know their money" and spending.

KYM_script_subneeds_current_state.png

To define Q&A sub-needs of a new bill game and provide ample value to users, I looked at the current market's most popular bill-tracking mobile apps. Working backward from the solutions these features provide, I saw the style of bill guidance users valued, as well as the context and frequency of those feature interactions.

MARKET
RESEARCH

BILL SUB-NEEDS: DEFINED

GOAL

Identify user sub-needs around bills addressed by popular personal finance products by working backward from the solutions offered to inform the content and value of the bills quiz game Q&As.

FINDINGS + SYNTHESIS (EXAMPLES)

Feature: "flexible spending" total (monthly income - monthly bills total sum)

↳ Sub-need: to know how much money I can spend safely outside of bills 

DEFINING
CONTENT

bills_are_toxic_brainstorm_f4f4f4.jpeg

COLLABORATION:
BILLS, BUT
MAKE IT FUN

Now there was only one problem...

Bills aren't fun.

Why play a game about your bills? Existing Cleo games offered cash prizes, but it looked like there wasn't a budget this time.

 

UX Writing team to the rescue 🚑

I held a workshop (see it here) to collab on framing users' bill savvy in the context of something fun, funny, and on-brand for Cleo. We're a very democratic bunch, and without going into too much detail, we collectively shied away from "bill commiseration" as it's inherently negative, opting for a more "fuck bills; time for revenge" cathartic vibe. Through a series of votes and ideations landed on the theme:

Play this game, and if you get all the questions about your bills correct, Cleo will put all your bills in a rocket and shoot them into f*cking space (hopefully Bezos pays 'em next time he's up there).

rage_against_bills_f4f4f4.jpeg

CONVERSATION
DESIGN

USER NEEDS AS NARRATIVE

I needed to prioritize bill sub-needs based on the impact toward reaching the user goal to plan spending. Because of the chat-based aspect, I also had to make sure they created a narrative arc that felt conversational.

I prioritized the needs and examined how they fit together as a "story" from the users' POV.

Click to magnify 🔎 👇

prioritizing_subneed_benefits.png
subneeds_as_narrative_journey.png

USER
CONDITIONS

ONE-SIZE FITS NO ONE

Consideration for user "conditions"—the timing of users' bills to fit within the context of the questions. To show someone info about their upcoming bills within a specific time period... they have to have bills due.

I charted the required user data conditions against the most beneficial sub-needs. Considering the variation between pay (generally weekly or biweekly) and users' fixed payments, I wanted to cast the widest net possible to create a viable user pool.

 

This showed me what users I could serve specific bill data to, helping me rule out what bill content wouldn't serve enough users to justify adding to the game—below is a sample of that thinking.

user_conditions_vs_needs.jpg

To understand how this fit as a succession of Q&As, I created a hypothetical flow translating sub-needs into quiz questions, taking into account that a question might skip over a user without the appropriate data, to learn if varied bill data would leave users with minimum 4 quiz questions (to emulate the length of the existing successful game).

test_flow_w_conditions_considered.jpg
Convesation Design

TIMING IS
EVERYTHING

The condition work proved that serving the game at a two-week cadence not only aligned with the need to see what bills came out of which paycheck but also gave time for enough bills to accrue so that the same 4 bill data points could be served to all game users.  To avoid competing with another payday chat feature, I worked with our glorious Back End Dev to decide that the new game should be served every even Saturday, as the majority of US workers are paid on even weeks. This also created a tidy test against the existing game (which ran on a Saturday) so our lead and lag results had a clean control.

You'll be relieved to know at this point I started writing the game chat content

WRITING A 
CHAT GAME

WHAT WOULD CLEO DO?

CONTENT CHALLENGES

  • What's "winning" in this game?

    • What's the incentive to play?

  • Balancing tone and information

    • How do we employ humor and keep info clear?

WINNING AND INCENTIVE TO PLAY

winning_and_incentive_defined.png

Cleo's other games leveraged a cash prize as an incentive to play games about spending. This time, cash as the USP was off-limits. The incentive to play had to live in the delight of playing, and "seeing bills get blasted to space" as a reward for knowing details about them. There had to be a desire to win.
 

As a result, I needed the game content to:

  • Leverage Cleo's humor to bring delight

  • Be easy enough to feel winning was possible

  • Be challenging enough that it didn't bore

BALANCING CLARITY, BRAND VOICE, AND FUN

A major challenge of UX writing at Cleo is maintaining clarity and straightforwardness with her beloved dry humor. Plus, the idea of "shooting the bills one can recall into space" isn't exactly familiar, so it was imperative to keep the bill information and fun theme clear.

 

Below are examples of improvements to game content after internal feedback showed that the humor sometimes overpowered clarity.

 

UX writing principals guided the changes with a high focus on clarity and leveraging tone of voice to improve clarity.

Game Intro

ORIGINAL 

I’d like to offer your the chance to launch those bills into f***ing space 🚀

 



But first, you have to give them a closer look 🔎

Feel like it?

IMPROVED

I can’t change your bills, but I can turn them into a game 🎲

I’ll ask you 4 Qs about your upcoming bills for the next 2 weeks

Get all 4 correct and I'll put those bills in a rocket and launch them into fucking space 🚀

You know, to fulfill all your cosmic bill-blasting fantasies 🧨


IMPROVEMENTS

  • Mention "game" before opt-in

  • Explain rules sooner

  • Increase the clarity of the game theme

Writing

PROTOTYPE

HIGH-FIDELITY
PROTOTYPE

DESIGN N STITCHED BY NIBRAS - UXD

Prototype

USER TESTING
RESULTS

ASSUMPTIONS: VALIDATED 👍

Overall, users saw the game as valuable, empathetic, useful, and a totally fun way to examine their bills. Aside from a few additions of bill details, the main takeaways were positive and validated moving forward with the hardcode build and in-app A/B testing against the existing game.

bills_game_testing_assumptions.png

John White: Cleo UR

John White: Cleo UR

CONTENT SUMMARY

Key Learnings:

  • The content and experience are seen as valuable and users would replay

  • Some users were tentative about the concept of shooting bills into space

Improvements:

  • A summary of all bills should be added to the end of the game

  • Q1 Bill due dates and amounts should be included in the answer

Question 4

ORIGINAL 

Q1_no_bill_amounts_dates.png

IMPROVED

Q1_with_bill_amounts_dates.png

IMPROVEMENT

  • Adding dates and amounts to bills

Use Testing
Improvements

A/B TESTING
+ PROMOTING

WE DID IT, JOE

After the 8-week A/B test against the user favorite "Know Your Money" game, the new "Know Your Bills" game was promoted to 100% of qualified users. Core engagement with the new game was equal to the original game, though the adoption and retention were not as good numerically because a user has to meet multiple conditions to receive the Bills game.

Today, the "Know Your Bills" game outperforms the original "Know Your Money" game in terms of engagement numbers.

OUTCOMES

  • SLT was thrilled with the impact and value of the game

  • A successful game that didn't rely a on cash prize USP

  • Cleo's had it's third-ever game

  • A fun and educational experience added to the remit of chat content that is currently used to support other chat-based features

A/B testing
Outcomes
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