💡 Inspiration
- Most people don’t learn how to manage their personal finances, as our parents or education system don’t teach it to us.
- However it is crucial for the future generation to be more financially literate than us.
- So I thought that an educational application to teach young women, from elementary to high school, on personal finance.
- We wanted to focus mostly on females because, according to investgirls.com, 12% of girls feel confident about making financial decisions. I wanted to provide an application that can help empower them to feel confident while making financial decisions.
- Topics I wanted to include were managing finances, setting up a credit card, budgeting, opening a savings or checking account, investing, and any other topics we wish we knew about at a young age.
💻💰 What it does
- Expendia allows women to learn about personal finance in a gamified environment.
- There are three sections for money management: spending money, using money at the bank, and working for money. *Expendia starts you off with some cash in the bank and some debit money on your account.
- It alerts you when you’ve made unhealthy financial decisions by giving you tips, such as checking your expense journal for possible overspending or checking external resources.
- When you make healthy financial decisions, it rewards you with badges. Badges allow you to level up and make more advanced personal finance decisions.
🔨 How we built it
Technologies Used
Google Docs & Draw
- We used google docs during the ideating & brainstorming phase.
- We used Google draw to map out features & MVPs.
Figma
- We made the design system & branding on Figma (color, typography, etc.).
- Then, We made wireframes.
- Lastly, We made low & high-fidelity.
Design Process
- Problem: We don’t learn how to manage our personal finances from our school or parents, making us lack confidence when making financial decisions.
- Question (HMW): How might we improve the way we learn & understand financial literacy concepts?
- We will need to: Bring an application that allows us to practice financial decisions in an easy-to-understand and fun way.
- Solution: An educational application that allows women to learn how to manage their personal finances in a gamified way,
- Impact: The future generation will be more financially literate & confident strengthing our overall economy & general way of life.
- User Personas: See Slides
- Main audience: Females, ages 10-18
- How our app meets the needs of the various audience: For females -provides them a fun and easy-to-understand application to inform them on a plethora of financial topics. For parents -provides an easy way to help their kids to learn how to manage their finances without them, as parents, lifting a finger. For general public -the upcoming generation is financially literate strengthening the general economy.
- Design System: The user interface was made aesthetically simple, but included trendy characters and emojis for our target audience (10 - 18-year-old girls).
😤 Challenges we ran into
- Finding teammates to create a project with.
- Trying to learn code and implement my designs into code.
- Working on the hack alone, as I am a beginner.
- Time constraints
🏆 Accomplishments that we're proud of
- Completing a useful & impactful project on time despite the challenges stated above.
- Completing all screens on time and by myself.
- Making my prototype fully clickable.
📖 What we learned
- We learned more about user personas & user research
- We learned more about app design and UI
- We learned about using my research to create the UX
- We learned about design systems (typography, color, branding, etc.)
- We learned a little bit about HTML & CSS even though we weren’t able to implement them during this hackathon
🚀 What's next for Expendia
Expendia does not & will not stop at the end of this hackathon! It will continue with the help of developers & investors. So if you, judge, or hackathon participant know anyone wanting to join in the creation of an educational finance app, let me know! Here's our launch plan:
Part I:
- Finalize platform and educational functionalities.
- Initiate outbound marketing and sales.
- Leverage Gen Z & student ambassadors.
Part II
- Pilot test in middle schools & student finance programs
- Integrate user feedback
- Integrate new features
- Monetize further
Key Tactics (will be used during the execution in both part I & II)
- A/B testing of educational features
- Gradual roll-out (test market)
- Interactive user feedback cycles
Built With
- figma
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