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YEAR

2023

SKILLS USED

UI.UX , Visual identity, Branding language, Typography, Art direction

Let's face it, money is usually a scary topic that isn't talked about too much - the "elephant in the room".

For this reason, I created "Bankaroo" that presents an App that functions as a virtual playground, where learning becomes an experiential adventure, different from what you know. The user can acquire extensive financial knowledge, while making various decisions. Every choice the user makes will lead to a different financial consequence, and thus, while making mistakes or successes - the user will learn about money in a varied way.

Finally, by dealing with different scenarios from everyday life, users will gain important skills that will enable them to live a better future financially in a reality where the cost of living is rising.

Financial education app

Figma , Adobe After Effects, Photoshop, Illustrator

TOOLS

© All rights reserved To Eden Abaev-Shine

© All rights reserved To Eden Abaev-Shine

Promo video

SOUND ON

// GOAL

The goal of the project is to address the lack of financial education among teenagers aged 16-18 in Israel, providing them with essential financial knowledge and skills to navigate a better financial future.

// FINDING THE PROBLEM

The topic of money is often avoided or insufficiently taught, leaving young individuals unprepared to handle financial challenges. This creates a significant gap in financial literacy and hinders the financial well-being of teenagers in Israel, especially with the rising cost of living.

// THE SOLUTION

To solve this issue, I created "Bankaroo", a game application functioning as a virtual playground for financial learning. Through interactive decision-making, users gain extensive financial knowledge with each choice leading to different financial consequences. The app bridges the gap between traditional financial education and modern learning methods by complementing classroom lessons. By engaging in real-life scenarios, teenagers acquire essential financial skills, empowering them to make informed and responsible financial decisions for a better future.

GOAL & PROBLEM

USER FLOW

WIREFRAMES

PERSONAS

// HOMESCREEN- DECISION SCREEN

The home screen is also the user's main decision screen. The screen starts from the first stage and is divided into 6 different categories, all of which relate to the main areas of the youth's lives.

User Interface

// FIRST CATEGORY - INTRODUCTION 

The user starts from this category so that the application's algorithm can get to know him in the best way and thus, allow a personalized and most correct adjustment for him.
The user defines a level of difficulty and thus determines the level of financial knowledge he will learn in the application.

// SECOND CATEGORY - STUDIES

The user will deal with choices related to school and various payments. Also, in the current category, he will learn about various decisions such as choosing equipment, initial savings, and estimated costs of each choice.

Every choice he chooses will have a future impact on his continuation in the game.
For example - if the user chooses to buy an iPad, the iPad can break down in more advanced stages and he will have to bear the financial consequences - for example, repair / buy a new one.

// THE VIRTUAL ASSISTANT “DONALD”

Donald is the application's virtual assistant and will be there to guide, help, and answer any question the user may have.

// THE VIRTUAL ASSISTANT “PETRICK”

Patrick is the next character to be unlocked, when the user moves to an advanced stage in the game.

// SAVING TIME

From time to time in the application, the option to save will be offered to the user.
Thus, the importance of saving will be as high and recommended as in real life.

// UNEXPECTED EVENT \\

As the user goes through levels, sometimes he will have to wait to continue making decisions.
In such a situation - the desired category will be locked with an indication of how much longer it will be opened. When it opens - the user will be able to continue and make a decision and thus continue the category and get more stars.

// HOBBIES & LEISURE CATEGORY

Continue examples of categories. In this category, the user will choose his own leisure and build his own free time. Every decision he chooses will affect his financial future respectively.

// LEVEL 2

After the user completes the six categories in Level 1, the second level will open for him. At this stage - the level of difficulty will increase and the user will have to make more difficult decisions.

// LEVEL 2 - STUDIES

Demonstration of the studies category in stage 2. At this stage, the level of difficulty increases and the user has to deal with more advanced decisions such as choosing a course or degree. The goal is that whatever he chooses, he will learn from it financially.

// CREDIT CARD SCREEN

The credit screen will allow you to see the goal you have set and track your fixed and monthly expenses within the game. You can also access different types of savings in the bank, and learn what each savings means and choose one of your own.

// INVESTMENTS SCREEN

In this screen, you can learn about different and advanced types of investments that are suitable for the stock market in the real world.

Prototype video

ALL RIGHTS RESERVED © EDEN ABAEV-SHINE

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