We conceptualised a mobile app that teaches children finance without making it feel like school
Detailed case study
My Role
Leading the project, Mentoring the team, SPOC for the client
The Team
1 Principal Designer, 1 Lead Designer, Corporate Strategy Head, Transformation Lead
Timeline
2 months (2023); This was showcased as a Proof of Concept
Process
Benchmarking · Strategy · Design & Prototyping · Board game design
Created an animated mascot • Designed to resonate with Gen Alpha • Crafted a board game for unreasonable delight


Overview
IDFC FIRST Bank wanted to create an app to help children aged 11 – 16 learn important money lessons.
Schools barely teach children anything about money or how to manage finances. Many parents also lack the knowledge to provide such guidance at home.
The idea was to build an app that engages kids through gamification and eventually roll it out via the schools.


Client's idea
Leeza brings in a lot of freshness and innovation to any project given to her. I had the opportunity to work with her on a niche digital intervention. Not only did she bring in her thoughts to make the outcome better but also developed a board game out of thin air that blew our minds completely.
Transformation Lead, IDFC FIRST Bank


★★★★★
The Problem
Lack of early financial education negatively impacts children’s futures; Catch them young.
Young people are often unprepared to manage finances, missing key opportunities to build strong financial habits early on. In the post-Covid era, banks, financial platforms, and experts have hosted virtual events to educate consumers on investment tools and corpus building.
However, not much of this is directed towards children.


Research findings
The Constraints






Compete with devices and games to make children learn
Content must be personalised basis the child's proficiency level
App must cater to the bragging needs of parents
What it Revealed
None of the Indian banks leverage YouTube to create content around finance and banking
NBFCs build existing apps but lack the trust and credibility that banks hold with consumers; IDFC FIRST would be one of the first banks to bridge this gap by offering a reliable financial education platform for children.
Financial literacy is essential for all age groups and socio-economic classes today.
Benchmarking




Competitor Benchmarking
Secondary research on existing platforms


Target audience for the POC
The Strategy
Keep it hyper-simple
Facilitate social interaction
Gamify the experience
Keep it visual
Don't treat them like kids
Introducing Fili


Why we named it 'Fili'?
A portmanteau for 'Financial Learning' - our animated mascot would be omniscient and encouraging.
We had to strike a balance between being cute, gender-neutral and AI-esque while not seeming overly kiddish because we know teenagers hate that.
The palette choice was inspired by teen favourite Spotify and neon hues that would lend visual pop to the screen. We used pop art-style illustrations to make it fun.


Mascot & Currency Explorations


Concept exploration... The winner was concepts B+C
Initial Concepts
Concept A - Sequential Learning
Structured curriculum
Progressive disclosure of content
Clear progress path
Concept B - Non-sequential Learning
Aligned with the OTT mental model
Flexible learning
High discoverability of content
Concept C - Simulated Learning
Demo bank environment
Learning made invisible
Interaction driven
Prototype of the Solution





Board Game Design
We stepped away from screens to craft something tactile, sparking unexpected delight.
The look on the face of the client team, when we presented them with the board game, was priceless – accompanied by a child-like squeal of excitement.
We took inspiration from one of the world’s oldest games – Snakes and Ladders and designed our game around a similar model. We added cards containing risks, chances, challenges, and interplay. We also printed currency.




Project Impact
Biggest Learning
Next Time
This Proof of Concept led to the company securing the full design project for the financial learning app. Although the visual direction evolved post-POC, our concept successfully set the foundation for the app's design. The app is yet to go live.
Designing a board game taught me how complex yet exhilarating the process can be. I also witnessed firsthand the impact of creating 'unreasonable delight' for a client. This unexpected effort will leave a lasting impression, ensuring we are never forgotten.
I would persuade the client to look beyond personal preferences and prioritize user testing. The CEO's dislike for the colour green and board games dampened enthusiasm to take this design forward.
User Experience Designer
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leezamundaden@gmail.com
Mumbai, India