Saves money, but doesn’t know how to manage it.
Spends without thinking, whenever and wherever they want.
Receives money whenever they want and spends
The project described here presents the product and application proposal for the fictional brand Moneyster, developed for evaluation in the course *Laboratory of Interaction Systems* during the exchange period at Politecnico di Milano (2019).
Teacher GianLucca Brugnoli
Teacher Franca Garzotto
Saving money is a habit we should start early so that we can continue doing it throughout our lives.
Apparently, most of us feel the burden at the end of the month when it comes to financial organization, something that could have been avoided if we had received quality financial education during our childhood.
A total of 118 responses were collected from parents through a survey in 4 different countries. The result showed that 80% of parents believe children need to learn how to use their money. The pie chart below illustrates how money is spent today.
Only 20% of parents teach their children how to use money through examples. The pie chart on the side shows how parents teach their children.
Children
Mark
Age: 8 years old
The Moderate
Saves money, but doesn’t know how to manage it
Adam
Age: 7 years old
The Spender
Spends without thinking, whenever and wherever they want.
Chiara
Age: 11 years old
“Open Wallet”
Receives money whenever they want and spends on everything.
Parents
Saves money, but doesn’t know how to manage it.
Spends without thinking, whenever and wherever they want.
Receives money whenever they want and spends
After the initial research, survey, interviews, and creation of personas, we held a brainstorming session to generate ideas for the final project.
After generating ideas, they were filtered down to arrive at the final solution: an interactive piggy bank/plant pot that would respond to the coins placed by the children.
Tulipa Google
Tamagochi
Porquinho de dinheiro
These are some of the first sketches chosen with the theme MONSTERS.
We used these drawings as inspiration and to help us understand the direction for our final project.
An educational piggy bank for children aged 5 to 7 and their parents who want to save money.
The piggy bank in the shape of a little monster, where as the child feeds it with coins, the internal Arduino system waters the seed and makes the plant sprout.
As a complement to the piggy bank project, an app was developed to facilitate the sale and maintenance of the Moneysters.
For the final app project, a basic flow was created for the store where products related to the Moneyster would be sold, including seeds, parts, and the complete piggy bank.
I created some screens that make up the basic flow of the app. Feel free to test it using the button below.
Ideally, the prototype should be tested on a mobile device, but it works perfectly fine in a web simulation as well.