Digital Money App - Preventing Consumptive Behaviour
Digital transaction market is growing, in Indonesia alone there is about US$35.513 million transactions value in 2020 (predicted by Statista, 2020).
To get more user, each platform tries to give their customer a lot of benefits, the most common practice is to give the user discount or cashback on some popular merchant.
However, this leads to consumptive behaviour, especially in the younger market since they thought that they safe a lot of money by buying the goods at a discounted price. One thing that they didn't realize is they might actually spend more money on the thing that they don't actually need, but still decide to buy it just for the sake of discount.
In this case study, I tried to make a digital money app that still allows the user to control their spending to prevent consumptive behaviour.
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Read more about this project (research, process, etc.):
https://bit.ly/DigiMoneyYahya