Gamifying Financial Literacy

Transforming financial education through interactive gamification for middle school students.

Overview

Duration: Aug 2025- Sept 2025 (5 weeks)

Role: Research, Design, Testing

Organization: Springboard Industry Design Project

The Company

Flip & Floss is an edtech startup dedicated to making financial literacy accessible and engaging for young learners through interactive experiences.

The Platform

Flip Academy, their digital learning platform, offers courses on saving, spending, investing, and debt management.

The Challenge

Low Engagement

Traditional financial education fails to capture students' interest and promote long-term engagement.

Boring Content

Kids think personal finance is boring and need more interactive, game-like experiences.

The Solution

Gamification Gap

Current educational methods lack the gamification needed to make learning fun and memorable.

Unlocking Engagement

Current educational methods lack the gamification needed to make learning fun and memorable.

Design and implement gamification features in a way that is intuitive, educational, and enjoyable for students to build essential financial skills through play and exploration.

Note: The HMWs, Wireframes, and Hi-Fi prototypes were all refined based on the secondary research insights and the design system shared by the Flip & Floss team.

Secondary Research

Learning from the Market

Source

Rewards Drive Engagement

Short games with instant gratification and reward systems like earning currency or cosmetics are particularly motivating.

MyDoh by RBC

Strengths: High trust, strong parental controls, PayDay system

Weaknesses: Banking-like interface, limited learning activities, no rewards for completion

Social Features Matter

Kids value competition and peer interaction. Sharing achievements fosters engagement, especially with incentives.

Learning from the Competitors

Source

Greenlight Financial

Strengths: Gamified Level Up platform, interest on savings

Weaknesses: Separated experience, subscription fees for key features

Simple Interfaces Win

Kids avoid apps with overly complicated interfaces. Clear and simple designs enhance usability and enjoyment.

Till Financial

Strengths: Group savings goals, deposit links, free plan

Weaknesses: No gamification, unwelcoming to younger users

User Persona

Meet Dev: The Goal-Oriented Gamer

Age: 12

Class: 7th Grade

Location: Brampton, Ontario

Goals

  • Learn money management and goal-setting through engaging play.

  • Gain independence, track growth, and earn rewards.

Frustrations

  • Serious, lecture-based learning or dull interfaces.

  • Lack of immediate feedback, rewards, or personalization.

Needs

  • A gamified, interactive learning experience with clear visual progress.

  • Opportunities for peer competition or collaboration.

Motivations

  • Unlocking new levels, badges, or rewards.

  • Competing on leaderboards or through friendly challenges.

  • Being recognized for consistent effort or creativity.

How Might We’s

Based on our research and understanding of Dev's profile, we've identified key questions to guide our design process:


Engaging Challenges

How might we design rewarding, challenge-based experiences that make learning feel like play and keep students coming back for more?


Social Motivation

How might we build friendly competition and social interaction into the platform in a way that boosts motivation and fun?


Interactive Learning Journeys

How might we transform mini video courses into playful, interactive journeys that engage middle schoolers and build financial skills?

Daily login rewards to feel incentivized to consistently engage with the platform

Streak Rewards for recognizing consecutive activity and escalating rewards like multipliers and cosmetics

Friendly Challenges to complete multiplayer-style courses and unlock rewards together

Key User Flows

Check out on Figma

Peer Recognition to feel encouraged to strive for and exceed goals

Profile Customization - apply stylish borders and nameplates to the avatar and username, so that the profile can be customized and shown off to their peers

Early Sketches

Daily Login Rewards

Ideas: Mystery box reveals, growing progress plant, and spin-to-win wheel

Profile Customization

Ideas: Adding/ changing profile cosmetics such as profile borders and nameplates

Login Streak & Rewards

Ideas: Login streak, streak calendar, and rewards dashboard

Friendly Challenges

Ideas: Inviting multiple players to participate in different challenges

Daily Login Rewards a.k.a Mystery Box Reveal

Login Streak & Rewards

Leaderboard Shoutouts

Profile Customization

Wireframes

Check out on Figma

Friendly Challenges

High Fidelity Design Flow

Mystery Box Reveal

Play Prototype

Leaderboard Shoutouts

Play Prototype

Login Streak & Rewards

Play Prototype

Profile Customization

Play Prototype

Usability Testing

Turning Feedback Into Action

We tested out the high-fidelity prototype of Flip Academy with four middle school students to evaluate usability and identify areas for improvement in navigation, gamification, and engagement.

1 CRITICAL and 1 MAJOR issue were uncovered after the first round of testing.

CRITICAL

Issue: Login rewards and streaks lacked dashboard visibility, impeding user task completion.

Reason:

  • Login Rewards hidden on dashboard; no clear call-to-action (CTA).

  • Functionality not clearly linked to Flip Items and Gift Cards tabs.

MAJOR

Issue: Two participants couldn't identify the "I'm at school" CTA for marking attendance.

Reason: The language wasn't straightforward or conventional enough to take the desired action.

What Worked?

*Refer to the green boxes

Engaging Rewards: Participants found the confetti pop-up for login rewards and streak bonuses highly motivating and fun, creating excitement to earn Flip Dollars and redeem rewards.

SOLUTION

Play Prototype

Move login rewards and streak visibility to the dashboard, removing them from the Flip Shop, resulting in a dashboard redesign.

SOLUTION

Replace "I'm at School" with "Mark Attendance" on the CTA.

Personalization: Strong appreciation for unlockable nameplates and borders; customization was seen as a key way to stand out and track progression among peers.

Social Motivation: Leaderboard shoutouts motivated participants to improve their rank, and the concept of team-based, friendly challenges with shared rewards was found to be highly engaging.

Next Steps

Conduct further testing to validate design changes.

  • Design an interactive onboarding tutorial.

  • Explore advanced gamification (personalized journeys, avatars).

  • Collaborate with developers for implementation.

Lessons Learned

  • Collaborating with a startup team taught me about stakeholder alignment, adapting to feedback, and communicating design decisions effectively.

  • Clarity matters: Even small labels (e.g., “Mark Attendance,” “Start Course”) can confuse if not intuitive to students.

  • User-first approach: Middle schoolers respond best to straightforward, fun language rather than formal or plain wording.

  • Gamification Motivates: Rewards, streaks, and shoutouts increase excitement and engagement for students.