Google UX Design Certificate · Portfolio Project

BFF: Budget-Friendly Finances

Now live on the App Store

A judgment-free mobile app and responsive webpage that helps students and young adults track spending, set savings and budget goals, and build healthier money habits, without the overwhelm that comes with most existing tools.

Download on the App Store ↗ or read the case study ↓

My role
Lead UX Designer & Researcher
Type
Google UX Design Certificate: Portfolio Project
Deliverables
Mobile app + responsive web
Focus
Approachable, judgment-free budgeting
BFF app home screen
Overview

The product

BFF (Budget-Friendly Finances) is a budgeting app designed for young adults and students ages 18–24. It helps users track spending by category, set savings goals, create spending budgets, and reflect on their financial habits all in one place. A built-in Coach and Journal help students build healthier money habits that are sustainable for their future.

The problem

Students and young adults lack a simple, judgment-free tool to track spending and set financial goals. Existing apps feel too complex and overwhelming, requiring too much setup before showing any value. This leads to financial avoidance and anxiety.

The goal

Design a mobile app and responsive webpage that feels approachable to users, letting them track spending, set savings and budget goals, and build better habits, without overwhelming them with complexity.

My role & responsibilities

As Lead UX Designer & Researcher, I carried out the full UX design process: user research (surveys, interviews, usability testing), personas and journey maps, paper and digital wireframes, hi-fi mockups and interactive prototypes in Figma, and design iteration based on usability findings, before bringing the final designs to life as a functional web prototype.

5+
Rounds of usability testing
5+
Research participants
20+
Screens designed
3
Major design iterations
Prefer the reasoning?

If you'd rather skip ahead to the thinking behind the product, I've written up the twelve key product and interaction decisions, each with the why and the user benefit. Read the design decisions & rationale →

01 · Understanding the user

Research & discovery

I conducted interviews and surveys with young adults ages 18–24 to understand how they manage money, what tools they use, and what frustrates them. Most participants admitted to avoiding budgeting altogether because existing apps felt too detailed or complex for their relatively simple financial situations.

Key shift in understanding

Initial assumption: students want detailed analytics and dashboards.

Reality: most just want to know "how much can I spend today?", without complex setup or an ongoing tracking burden.

78%
Don't regularly track spending
63%
Feel stressed about money monthly
5
Participants interviewed, ages 18–24

Four pain points that shaped the design

1

Lack of awareness

Students don't know where their money is going. Without a simple weekly view, overspending goes unnoticed until it's too late.

2

App complexity

Existing apps require too much setup, linking accounts, creating categories, before showing any value at all.

3

No goal tracking

Students saving for trips, textbooks, or emergencies have no easy way to track progress alongside everyday spending.

4

Emotional avoidance

Financial stress leads to avoidance. Students want a non-judgmental space to reflect, not a dashboard highlighting failures.

Persona

Meet Jordan

JM
Jordan Mitchell
Age 21 · Junior
Part-time barista
"I know I should budget, but every app I try feels like more work than it's worth."
Goals
  • Save $500 for a spring break trip
  • Build a small emergency fund
  • Stop overspending on food
  • Feel less financially stressed day-to-day
Frustrations
  • Doesn't know where money goes each week
  • Finds existing apps overwhelming
  • Forgets to log transactions manually
  • Feels embarrassed about spending habits
02 · Starting the design

From paper to low-fidelity wireframes

I started with hand-sketched paper prototypes to explore the core "how much can I spend today?" mental model quickly and cheaply, six screens sharing one bottom navigation. Once the flow felt right on paper, I translated it into a low-fidelity digital wireframe prototype in Figma: intentionally grayscale and low-commitment, but interactive enough to put in front of real users for the first round of usability testing.

Behind the design

Many choices here were deliberate, a weekly view over monthly, plain-language categories, keeping logging one tap away. Read the full design decisions & rationale →

03 · Testing with real users

Usability studies

I ran three rounds of moderated usability studies with college-age participants. Round 1 tested a low-fidelity prototype; Round 2 tested the high-fidelity mockup; Round 3 tested the high-fidelity prototype.

These three rounds are the ones that most shaped the design, but testing didn't stop there. Usability testing is an ongoing process that doesn't end at launch, I've continued running rounds through the working prototype and into the live product.

Round 1 findings, low-fidelity wireframes
  • "Goals" was read as savings-only, users expected it to include budgets
  • "Safe to spend" was confusing, users unsure if it was their bank balance
  • Users weren't sure what "Coach" actually was, prompting the explainer box later added to the Coach page
Round 2 & 3 findings, mockup
  • Orange/yellow on Tips & Coach felt like a warning or error
  • Separate Add/Withdraw buttons on goal cards felt cluttered
  • Users wanted budgets and savings progress together on the homepage
04 · Refining the design

What testing changed

Change 1, Redesigning the Goals page

One participant, Kate (23), said "Goals" felt like it was only for savings, she expected to find her food budget there too.

Before

A single list of savings goals with separate "Add money" and "Withdraw" buttons on every card, cluttered, and no place for budgets.

After

Split into clear Savings and Budgets sections, plus a "What's your goal?" type-picker when creating anything new.

Change 2, Color & tone on Tips and Coach

Another participant, Marina (21), noted the orange/yellow "Tip" on the homepage and the "Welcome to Coach" on the coach page felt like a warning, not a helpful info card.

Before

Warm orange/yellow info cards read as alerts, making users hesitant about a feature meant to feel supportive.

After

Switched to soft purple to signal "informational," shifting perception from "something is wrong" to "this is helpful."

Before

Orange "Tip" and "Welcome to Coach!" boxes read as warnings.

After

Switching the "Tip" and "Welcome to Coach!" boxes to soft purple makes them feel calmer and friendlier, reading as helpful rather than a warning.

What I learned

Color carries meaning beyond aesthetics...

The shift

A small shift from orange to purple meaningfully increased user confidence. See? Much more calming! This is where the psychology comes in.

The outcome

Final high-fidelity screens

The polished prototype, post-usability revisions, an approachable home dashboard, unified Goals page, a friendlier Coach, and a reflective Journal.

Try the interactive prototype in Figma ↗

Responsive design

Scaling from mobile to web

I adapted the core experience into a responsive web layout, reflowing the mobile navigation into a persistent sidebar and expanding the dashboard cards to make use of wider screens, while keeping the same information hierarchy and structure across breakpoints.

Building the responsive layout was also the turning point where I realized I wanted BFF to exist as a real product, not just a Figma prototype, but something people could actually use from the start.

View the responsive prototype in Figma ↗

Low-fidelity wireframe of the BFF dashboard as a responsive web layout with a persistent sidebar
Low-fidelity wireframe of the web layout, mobile nav reflowed into a persistent sidebar with the dashboard cards expanded across the wider canvas.
Inclusive by design

Accessibility considerations

A

Color contrast

Text uses high-contrast dark on light backgrounds; the primary teal is tested against WCAG AA, and white-on-teal passes AA for the large text sizes used.

B

Never color-only

Budget warnings pair color with descriptive text ("80% used, 4 days left") so colorblind users aren't excluded from critical information.

C

Clear labels

Every icon is paired with a text label, and a "?" tooltip on "safe to spend" explains it in-context, no prior financial knowledge assumed.

Put the user in control

Beyond baseline compliance, a dedicated Accessibility panel under Profile lets people tailor the app to their needs: Larger text bumps the base size to 18px, High contrast strengthens borders and text, Reduce motion minimizes animations, and Dark mode eases eye strain at night. Building for accessibility helps everyone.

05 · Going forward

Impact & next steps

Shipped: BFF is live on the App Store

BFF launched publicly on the Apple App Store as a native iOS app, taking the project from a Google certificate concept all the way to a real product people can download and use. The responsive web version is fully built alongside it.

Where BFF is headed next

With BFF shipped, the roadmap continues: a bank-account linking flow to power the "safe to spend" calculation, and a more complete AI Coach with category-specific insights tied into the Journal.

Explore the work

Project artifacts

The full set of Figma prototypes, from low-fidelity wireframes to the final high-fidelity mobile app prototype, and the responsive web adaptation:

High-fidelity mobile app prototype ↗ Low-fidelity mobile wireframe prototype ↗ Responsive webpage low-fidelity prototype ↗

BFF is live on the App Store!

Beyond the mockups, I built and shipped a fully functional version of BFF, with accounts, transaction logging, budgets, goals, and a journal. It is now a real, downloadable iOS app. You can also try the responsive web version or explore the original Figma prototype.

Download on the App Store ↗ Try the web version ↗ View the prototype ↗
Read the design decisions → Back to all work