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An innovative approach to teaching financial literacy through gamification.
An innovative approach to teaching financial literacy through gamification.
An innovative approach to teaching financial literacy through gamification.
The challenge
The challenge
The challenge
Our group of five was assigned to address a user interface design problem. This project aims to introduce us to the fundamentals of UI/UX design and the complexities involved in crafting a user-friendly interface and experience.
Our group of five was assigned to address a user interface design problem. This project aims to introduce us to the fundamentals of UI/UX design and the complexities involved in crafting a user-friendly interface and experience.
Our group of five was assigned to address a user interface design problem. This project aims to introduce us to the fundamentals of UI/UX design and the complexities involved in crafting a user-friendly interface and experience.
Problem statement
Problem statement
Problem statement
Teenagers who compulsively spend find financial literacy daunting because of the perceived dullness and complexity, exacerbated by the abundance of money-tracking and financial education apps.
Teenagers who compulsively spend find financial literacy daunting because of the perceived dullness and complexity, exacerbated by the abundance of money-tracking and financial education apps.
Teenagers who compulsively spend find financial literacy daunting because of the perceived dullness and complexity, exacerbated by the abundance of money-tracking and financial education apps.
The process
The process
The process
As teenagers, we identified this issue within ourselves. The concept of gamifying financial literacy appeared much more enticing. Consequently, we proceeded to conduct user interviews and testing to accurately pinpoint the problem. This was followed by creating basic wireframes and defining our Unique Selling Point (USP).
As teenagers, we identified this issue within ourselves. The concept of gamifying financial literacy appeared much more enticing. Consequently, we proceeded to conduct user interviews and testing to accurately pinpoint the problem. This was followed by creating basic wireframes and defining our Unique Selling Point (USP).
As teenagers, we identified this issue within ourselves. The concept of gamifying financial literacy appeared much more enticing. Consequently, we proceeded to conduct user interviews and testing to accurately pinpoint the problem. This was followed by creating basic wireframes and defining our Unique Selling Point (USP).