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ToggleHow to introduce children to the world of finance so they can learn the value of money and develop good financial habits?
Children sometimes receive small amounts of pocket money from family members. They often wonder, is 20 PLN a lot? What can you buy with it? Or is it better to put it in a piggy bank? Children have many questions about money… and few answers. They mostly learn about finance from their parents and grandparents, who don’t always have good financial habits to pass on.
Parents and children aged 6-9 who are just beginning their financial education, taking their first steps in recognizing the value of money, and managing small pocket money and irregular income from relatives.
By conducting desk research, we wanted to find out, among other things:
Children aged 6-9 are very diverse, but it can be assumed that they: enjoy playing with peers (online/offline); enjoy playing games, watching YouTube, using messengers; are influenced by their peer group; can use a phone/computer; and typically own a mobile phone by age 7-10.
The school curriculum leaves no time for additional financial education, so children aged 6-9 only know finance from a mathematical perspective.
They rarely receive formal financial education. They mostly learn “by the way” from their parents. They know basic concepts but not the value of money. Experiential learning is a leading technique.
By opening a bank account, parents mainly want to teach their child independence. They also want to have knowledge and control over their child’s online activities.
Most bank customers in Poland use online banking, mainly through mobile apps.
To conduct research with children, we chose dyads (interviews in pairs). This made the children feel comfortable and willing to talk about their experiences. The presence of friends also allowed for natural interaction, providing us with additional information.
Sample: 16 children (grades 1-3).
Location: Primary School No. 4 in Rydułtowy.
The sample was selected in consultation with teachers. The biggest challenge was keeping the children focused. Interactive tasks and workshops were helpful. Surprisingly, after the research, the children saw us as authorities on finance.
Many children spend their pocket money immediately (on sweets). Those who save do so for something more expensive and know its cost. Spending can be divided into “current” and “savings goals”.
Most would like to learn about money. Strong peer influence. Children search visually (icons) and use familiar patterns (e.g., YouTube). They learn to count in school, not to manage money. They don’t know the best way to learn about finance.
Most would like to learn about money. Strong peer influence. Children search visually (icons) and use familiar patterns (e.g., YouTube). They learn to count in school, not to manage money. They don’t know the best way to learn about finance.
The sight of a payment card often caused excitement. Everyone thinks saving is cool, but not everyone saves. Many children don’t know the market value of products. Money is primarily associated with coins, then banknotes.
Associated with small sums, money from family for occasions or for doing chores. Most spend it on their needs or save for a goal.
Children’s Financial Education
Financial education is largely based on the parent-child relationship. To complement the dyads with children, we conducted individual interviews with parents to compare perspectives and gain deeper insight into the problems.
Research Method, IDI
We chose in-depth individual interviews (IDIs) conducted remotely via phone due to respondents’ busy schedules. Sample: 11 parents. The calls lasted about 40 minutes. We asked about their approach to financial education, pocket money, children’s attitude towards money, and their difficulties and concerns.
1. Most parents believe a child should have their own money.
2. Most children do not receive regular pocket money.
3. Not all parents feel competent to teach children about finance.
4. Children are adept with technology but still enjoy playing outside.
5. Parents see the benefit of pocket money as a learning tool.
6. Contradictions exist: parents believe pocket money teaches money management but don’t give it because children can’t manage money.
7. Parents care about teaching savings and parental controls.
To highlight the key features of our product and create its “skeleton,” we used the following strategy tools.
Personas
1. To identify recurring patterns among the vast experiences and opinions of the participants, we started by creating personas.
Competitive Analysis
2. We then looked at the offerings of Polish competitors and international solutions. This gave us insight into the latest trends.
Value Proposition
3. We gathered the tasks and problems of the participants and, based on them, determined what our product should be.
Project Definition
4. We created a project definition summarizing the key solutions in our product and defined the Unique Selling Point.
To analyze the interviews, we used the spectrum method.
Mapping the responses allowed us to identify patterns and create:
We chose the primary pair (Marek-Paweł) due to their strong interest in the problem.
"Money is something our parents work hard for.
You have to save and respect money."
Needs & Goals:
– wants to learn about moneywants to save for a specific goal
– wants to make his own spending decisions
– wants his own bank accountlooks for opportunities to earn his own money
Technology:
– has a phone
– types efficiently
– uses voice search
– is better with technology than his parents
Problems:
– the saving process takes too long
– lack of financial education in school
– regularly asking parents for money
– fear of online scams
Habits:
– talks to his parents about money
– saves money
– plays computer games
– plays educational games
– spends time outdoors
"When you save money for a long time, you get impatient because you just want to spend it."
Needs & Goals:
Technology:
Problems:
Habits:
"I think you need to talk about what plans children have for their money, what they are saving for."
Needs & Goals:
Technology:
Problems:
Habits:
"My daughter gets money. We're repeating what was done in my childhood. She doesn't get it regularly."
Needs & Goals:
Technology:
Problems:
Habits:
Financial education is lacking in the Polish early school system, but more companies and institutions are offering educational solutions. We took a close look at the competition. The findings helped us create our product’s Unique Selling Point.
Main findings:
1. Bank Pekao stands out with its PeoPay Kids app.
2. Financial education in schools is mainly mathematical.
3. Digital piggy banks (GoHenry, Greenlight, RoosterMoney) are popular abroad.
We concluded the Learn phase by preparing a Value Proposition Canvas, which helped us better understand user needs and focus on alleviating their pain points. This allowed us to identify the key product elements to work on.
1. Learning through play: Combining learning with play and experience.
2. Peer interaction: Motivation to use the app, increased engagement.
3. Making mistakes: The child decides on expenses, the parent has insight and control.
4. Accessibility: No bank account required for basic functions.
5. Low entry barrier: Parents can use educational elements without creating an account.
Our app is an interactive solution for children aged 6-9 and their parents. It helps children manage their own money, provides financial education through entertainment, and allows for safe peer interaction. The app gives parents an accessible tool that comprehensively educates their child in finance and helps them achieve independence.
Throughout the design process, we were in constant contact with our partner. Below, we describe the 3 meetings that were most valuable from our perspective:
It helped us understand the design process of the ING City game and its success factors.
We shared our findings and learned that ING was working on a similar problem. Our insights enriched their knowledge.
We presented our Learn phase process to a wider group of ING designers and researchers. The Q&A session was excellent practice for our project defense.
After the Learn phase, we knew we needed a simple, intuitive solution. We used Object-Oriented User Experience (OOUX) to understand the data structure and relationships, which made designing a coherent interface much easier. We also prepared several use scenarios to understand how users might interact with the app.
We used this tool to define user needs. After an initial iteration where the stories were not detailed enough, in the second iteration we created 102 detailed stories, grouped into modules, which gave us a clear design direction.
We organized functionalities on Kano model axes. After the first iteration where most features landed in the “good” quadrants, we chose new parameters. For parents: time commitment vs. sense of security. For children: educational aspect vs. engagement.
And so, we included the following modules in our MVPss:
Design Decisions
After defining the MVP, we realized the scope was too large for the available time. We noticed that 13 out of 40 stories related to e-banking, which would be time-consuming to prototype. We decided to discard these features, treating them as a future development direction, to focus on other forms of financial education.
32%
– is by how much we reduced the number of user and job stories in our MVP.
Finding a consistent style was a process of exploration. We had to set aside our personal preferences for the children’s. After analyzing existing games, we arrived at the final look, which was to be validated during testing.
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Finding a consistent style was a process of exploration. We had to set aside our personal preferences for the children’s. After analyzing existing games, we arrived at the final look, which was to be validated during testing.
A section where the child can add savings goals, deciding how much, how often, and for what purpose they want to save, with the help of a built-in calculator. It connects cash with technology. The child receives notifications and marks tasks as complete in the app.
The game offers the ability to level up by solving finance-related tasks, developing simple thinking patterns. Some tasks are performed outside the app, enabling learning through practical experience.
Children can play together with their peers. We designed the game selection and friend invitation process. The games themselves are beyond the scope of our work.
Features dedicated to children with reading difficulties or lack of confidence. We minimized text, and additional information is available from an interactive helper.
1. Read aloud: Reads the screen content aloud, highlighting the text.
2. Leo the helper: An interactive assistant that becomes active during inactivity and offers help by speaking aloud.
A new feature in the My ING app that supports financial education. The parent adds the child’s educational profile to access materials and track their academic and savings progress.
1. Access to educational materials: Easily accessible, low-time-commitment materials. Suggestions based on the child’s results.
2. Activity and achievement monitoring: Dashboard with insight into the child’s activity and results.
Goal: To improve the usability of our solution by analyzing user reactions and to verify interest in the solution.
Method: Moderated usability testing with a think-aloud protocol.
Sample Selection: We re-contacted participants from the Learn phase (6 children, 4 parents) who represented our personas.
Procedure: All sessions were conducted in person (at school with children, at home with parents). A moderator and an observer were present, and everything was recorded.
“A solo mission? So like some mission? (…) like you go to the mountains?”
“I’m interested in knowing what the child doesn’t know.”
Decisions: Combined the avatar with the mission start button. Changed the mission screen to a map zoom with a side menu. Replaced the progress bar with coins. Flattened the hierarchy (no levels or avatar changes). Moved the mission list to the parent’s profile.
Decisions: Enlarged text in the helper bubble, reduced overall text, changed the read-aloud icon, and updated main screen graphics to be more contextual.
Decisions: Displayed active friends on the game selection screen. Added missing game screens and descriptions. Added icons to buttons and shortened texts. Changed the confusing quiz graphic.
Decisions: Avatar editing is possible by clicking on it. Expanded avatar customization without adding personal photos. The avatar updates in real-time.
Solution for Children
The prototype can be viewed in its entirety or by sections: Registration, Onboarding, Solo Game, Game with a Friend, Savings, Profile.
Solution for Parents
ING App, Page on the ING website.
Continuous collaboration with experts (educators, finance experts, psychologists, game designers) will be key. Children need frequent updates to content and games. We suggest developing a points system for in-app purchases.
We recommend expanding content for parents in My ING and on the website. Materials should be varied (text, video, quizzes, workshops) to meet diverse needs.
We recommend iterative development, especially after introducing e-banking features. Further usability testing and changes will be necessary.
We envision creating an e-banking section with features like simplified accounts, pocket money transfers, BLIK/card/phone payments, online payments, transfer requests, and card customization.
This will require updating the parent’s section in My ING: parental controls, spending limits, automatic pocket money, quick transfers.
New banking features require enhanced security: an additional password, fingerprint login, secure pairing, and account/card blocking functions.
“If I were making a transfer, I would then take a look at what Marek is up to in the app”
– Parent, quote from user research
We met regularly, totaling over 150 hours of group calls and countless hours of individual asynchronous work. We exchanged over 270 comments in Figma and discussed the project almost daily on chat.
Dyads: Ania and Asia. Desk research and competitive analysis: Monika and Borys. The entire team participated in the remaining parts.
Initially, we worked together, then each took a part of the prototype: Solo game & onboarding – Asia, Multiplayer game – Borys, Savings – Ania, Profile & parent’s offer – Monika.
Usability testing: Monika and Ania. Transcriptions: Borys and Asia. We analyzed the research together and implemented improvements according to the Design phase division.
BK
MA
JJ
AK
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