UX Research · Accessible Banking

Inclusive Digital Banking for Older Adults

Understanding why older adults hesitate to use banking apps, and what a clearer, safer digital experience would need to support.

A UX research and strategy project exploring banking experiences for adults aged 55-80. No final interactive prototype was developed.

  • 73survey responses
  • 40within target age group
  • 55-80target audience
  • Researchstrategy and recommendations
Research context card showing the project question and a chart about internet access among older adults.

Desk research · Survey design · Interviews · Personas · Accessibility recommendations

My contribution
UX research and accessibility strategy
Context
Banking research with adults aged 55–80
Delivered
Research synthesis, personas and recommendations

01 · Challenge

Banking apps were useful, but trust was fragile

Many older adults in the study described banking apps as confusing, difficult to navigate and risky to use without support. The project explored what made people hesitate and what would make digital banking feel more trustworthy.

This is a research and strategy case. It produced insights, personas, journeys, benchmark analysis and recommendations, but it did not produce a tested product prototype.

02 · Method

The study combined desk research, survey data and interviews

01

Desk research

Official sources and market references helped frame the growth of smartphone and banking app use among older adults.

02

Quantitative survey

A 20-question survey gathered 73 responses, including 40 respondents within the 55-80 target group.

03

Qualitative interviews

Interviews with older adults explored fears, support needs, language barriers and real experiences with banking apps.

03 · Artifacts

Personas helped make different levels of digital confidence visible

The research produced two personas and empathy maps representing different relationships with technology: one person with lower digital familiarity and another with more experience using apps.

English research persona card for Neli, representing an older adult with lower digital familiarity.
English research persona card for Ricardo, representing an older adult with some app familiarity.

04 · Findings

The strongest signal was not age. It was perceived risk.

The clearest pattern was fear of making a mistake with money. That fear connected to several practical barriers: small text, complex language, too many options, unfamiliar symbols, difficult login flows and weak feedback after actions.

Fear of costly mistakes

Interviewees described insecurity around tapping the wrong option or moving money unintentionally.

Banking language created distance

Acronyms, English terms and technical wording made key actions harder to understand.

Support mattered

Access to a real person was repeatedly connected to confidence, welcome and trust.

05 · Recommendations

The recommendations focused on clarity, reassurance and control

  1. 01Use larger text, stronger contrast and simpler layouts to reduce visual effort.
  2. 02Replace acronyms and technical terms with plain, direct language.
  3. 03Add confirmation before important actions and clear feedback after each step.
  4. 04Offer step-by-step guidance with images, especially for unfamiliar tasks.
  5. 05Keep access to human support visible instead of treating the app as a full replacement for help.

06 · Synthesis

The CSD matrix helped turn desk research into better questions

The team used a certainties, assumptions and doubts matrix to decide what the survey needed to ask. It kept the research grounded in what was already known while making uncertainty visible.

English CSD matrix with certainties, assumptions and doubts used to shape the survey questions.

07 · Reflection

Contribution and next steps

This case shows research maturity: accounting for different levels of digital confidence, combining methods under time constraints and translating findings into accessibility recommendations a product team could evaluate and test.

  1. 01Connected behavior, confidence and accessibility instead of treating age as a single design problem.
  2. 02Used research artifacts to make needs visible before proposing solutions.
  3. 03Translated the research into recommendations ready for prototyping and validation.