Collaborating with the two founders of this company has allowed for a thorough investigation into market research. Physical studies have been taken out via a variety of sources with a varied
demographic. I have then analysed the findings into statistical
figures.
Qualitative Research results -
92% placed the designs within the business, financial, marketing or banking industries
64% said that the product would be viable within their fields of work
75% of 24-50 year olds said that it would be viable within their work meaning that the ideal demographic would likely be aimed towards this age bracket
It was also deduced that much of the audience struggle managing their finances, this company will aim to solve this problem
Quantitative Research results -
The mean average for how approachable the designs are was 8.7
The mode average for how approachable the designs are was 9
People manage their finances as follows:
42% on mobile devices
32% in store
26% online banking
These figures suggest that their is a definite demand for mobile banking apps, therefore the usability and user experience should be a priority when designing this interface
People tend to pay for their purchases via:
35% card / paypass
16% mobile paypass
49% cash
This is an indication that cash is still the most prominent way which the public pays for items however, this implies that there is a market which needs to be filled as the digital age progresses
No comments:
Post a Comment