Project Overview


Team Name

The Four Personas

Elevator Pitch

In 3-4 sentences, provide a short description of the project.

<aside> ⚡ A financial literacy app that targets high school students teaching them about money management and credit scores in a low-risk gamified environment. We seek to integrate physical and digital platforms to transform the high school campus into an immersive learning environment. Students will use the app to improve their in-game account prospects, save money, and earn credit toward real rewards. Each high school will also incorporate a physical “ATM” kiosk where students can print a coupon of their earnings and use it at their nearby student store for snacks, school materials, and more.

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Project Details


About the project In a paragraph for each section, write what inspired you, what your deliverable does, what you learned, how you built your project, the challenges you faced, and what’s next. Detailed bullet points are accepted.

<aside> 💡 Background Research - Young individuals, specifically high school students, often have limited exposure to financial products like credit cards, loans, or mortgages, which are directly linked to credit scoring. Without personal experience in managing these financial tools, the concept and implications of a credit score may not be immediately apparent or seem relevant. Therefore, people today are prone to 'not-so-great' decision making when it comes to money. This leads to them taking on more debt , spending on unnecessary 'wants' , having little to no savings or investments , which might ultimately force them to work their entire lives and be shackled under the clutches of finance itself.

*What it does - The mobile app helps students improve their financial literacy via a gamified system. The game functions as a journey map where students are prompted with a series of daily multiple choice questions related to real-world financial decisions. Upon selecting a choice, students are shown whether they answered the question correctly or incorrectly and reasons to why each answer choice is correct/incorrect. Getting daily questions correct improves their in-game credit score. As an incentive, increases in the credit score earns the student gift cards they could redeem at a kiosk at their real student store in their high school. That way the game incorporates both digital and real life interactions to incentivize their learning.

How we built it - We began with brainstorming and researching possible approaches of how to improve financial literacy for youth - high school students. We shared all of these ideas on a FigJam Board. Afterwards, we began to sketch mockups on paper for UI layout. Soon after, we made our prototype version for our mobile and kiosk and linking components together for a smooth user flow.

Challenges we ran into: A challenge we encountered pursuing either a physical and digital design. In the end we decided to be ambitious and include both versions of the design. We also had limited time to conduct user testing.

Accompishments that we're proud of: Despite the short amount of time, we were able to come up with digital designs for both the mobile and kiosk designs as well as a physical kisok sketched design.

What's next? Testing on users of the actual demographic to gain more user insight for potential iterations. We want students to be able to learn from this app and make financially wise decisions from here on.*

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Built With What platforms, languages, or other technologies did you use? (i.e. Figma, Sketch, Adobe Illustrator)

<aside> ⚒️ - Figma

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