Richard Tucker
UX | UI Design Lead & Manager | BA Hons Graphic & Multimedia Design
07852489709 | richtux@gmail.com
Orange Cash
Project | 09
Synopsis
Orange Cash is a partnership between Orange, Wirecard and Visa providing a high level of security comparable to contactless bank cards thanks to SIM technology. Orange Cash helps customers to make transactions over the contactless card readers in partnered stores.
Between 2014 - 2017 I managed the design delivery for Orange Cash and set the design strategy for adding enhanced features into the product.
Initially I researched other products on the market to benchmark Orange Cash to ensure that it would remain a relevant and competitive solution with the proposed features that were proposed by the business.
Personas were addressed to ensure we would be targeting the correct user segment and that the principles and functions would be of value to users.
To better understand the users motivations in the real world, I sketched storyboard scenarios outlining the customer experience and from this I was able to confidently start building the interface whilst creating the logic flow in parallel.
High fidelity prototypes were used to test concepts and interactions with users, and also contributed to feasibility studies to build elements in Unity.

Screen Designs
When wireframes are signed off, screen designs are created to bring the product to life. The designs can be easily transferred to a prototyping tool to communicate interactions to the developer and also to perform user testing on candidates before any developmental work begins.

Customer Journey
To better communicate and understand the user’s motivations in the real world, Customer journey storyboards were used to visualise how the stream of digital on-line and off-line experiences could create an experience for the target market.
Each targeted persona has a unique and individual journey, and the service should provide a relevant and meaningful experience for them across channels and devices.
To communicate the journey I created a visualisation of the offline/online customer journey, describing the desired happy path. Ultimately, the projection of the brand persona and how well it speaks to the audience can determine the success of the product.
Discovery User Journey

Persona's

Functional User Requirements
Once key functional requirements are defined, they were then used as a guide to scope the work and prioritise functionality for our MVP proposal. This was aggregated into document and existed as a shared resource, it was used to track progress, capture comments and record the current status. Each functional item in the list has its own unique code which is referenced with specification documents and screen designs to optimise work flow.

Competitive Assessment
Throughout this phase it is was necessary to start a competitive assessment activity stream. By researching other products on the market I gained an insight into the competition. It is then possible to challenge the choices made by them and their successes or failures and use this to benchmark our own concepts and ideas prior to further investment.

Sketching concepts
To visualise and communicate initial exploratory design concepts to stakeholders and developers, sketches were used to allow ideas to be critiqued in a tangible format. The sketching serves as an effective way to capture and broaden ideas from the team and can be quickly produced. This process eased the challenge of identifying a design that satisfies the customer experience requirements and vision.
The sketches were used in the next phase to inform the design of key screens and UI elements needed.

Service Logic
In parallel to identifying key screens and visualising key screens needed to accomplish tasks, it is necessary to describe the product flow to ensure that all screens needed are accounted for based on the users decisions and what the service needs them to do.

Wireframes
Before the wireframes were produced, it was helpful to identify the areas of architecture to get right (shown right) in terms of interaction patterns. This helped me to make key decisions on the flow of wireframes used to describe the interactions and what the system is doing. The wireframes were shared with stakeholders in order to communicate design decisions and also with the developers in order to assess effort required, feasibility and for them to feedback to the team.
Criticality of architecture


