Inspiration

  1. There is an excessive amount of resources for learning finance, ranging from textbooks to comprehensive websites, from YouTube channels to training courses.
  2. However, most people do not have the attention span to sit down and focus for long time, such as reading a book.
  3. Most people are almost always using their mobile devices, spending enormous amount of time on social media.
  4. Our lives and attention spans are fragmented, due to complexity of modern life and streaming distractions.
  5. Most social media users will not watch or browse content beyond a few minutes each time.
  6. Social media content is typically very attractive, yet mostly unstructured.
  7. Social media experience is frequently interrupted with advertisements, except for paid subscriptions.
  8. Videos are great, but consume large band-width and are cut off with ads or interruptions in Internet connection.
  9. None of the conventional learning resources or social media platforms seem to meet lifestyles and learning constraints/preferences of the "Great Online Game".
  10. Most humans on earth need to work non-stop to even sustain their lives.
  11. Most humans are always short of money. According to CNBC, at beginning of 2022, "64% of US population was living paycheck to paycheck."
  12. Most people, especially young people, know little about personal finance.
  13. Most people do not even know the basic concepts of "financial independence" and "passive income".
  14. Most people, to begin with, do not have the mindset to become financially independent.
  15. Personal finance is not taught as a standard curriculum course through any point of a person's education.
  16. The projects that we found most intuitive and closest to our project are Napkin Finance and The ABCs of Money: A Kid's Guide to Financial Basics. However, the mentioned sources are available only as website/files, which are not as-easy to learn from, compared to a native mobile app.

CONCLUSION: There is a need for a better system to teach personal finance.

What it does

The FinFlash native app enables learners to learn the basics of personal finance casually, whenever and wherever they choose.

The app integrates the best of multiple worlds:

  1. Slides are the main content building blocks, as in presentation software.
  2. Structured content, as in Learning Management Systems (LMS).
  3. Intuitive and easy-to-use user interface (UI) of mobile apps, allowing for physical mobility during learning.
  4. Intuitive interaction and progress, simply by in-app gesture of swiping flash cards left and right
  5. Gamification through continuous interaction and task completion.
  6. Easy-to-absorb infographics as the default medium. As per "a picture is worth a thousand words," the power of infographics for learning personal finance can be witnessed in Napkin Finance.
  7. Hierarchical structure & linear flow within each topic, as in zoomable user interfaces (ex: Prezi.com).
  8. No distraction/ads, no irrelevant/inappropriate content (better than social apps).
  9. Monetization through affiliate links to truly useful tools and websites.

How we built it

  • The native mobile app was built using the no-code Adalo.com platform.
  • Copyright-granted: "1000 Instagram Business Success Tips Infographics" cards were purchased from AppSumo with a life-time license.
  • 1000+ infographics cards were numbered consecutively using Ant Renamer software, and classified into categories, and ordered within each category, using Google Sheets.
  • Images were downloaded, with granted copyrights, from YayImages photo bank.

Challenges we ran into

Accomplishments that we're proud of

A working, ad-free, easy-to-use learning app that can be directly downloaded and used by anyone (pending our registration of the app with the Google Play and Apple App Store).

What we learned

  • This was our first experience with Adalo and in developing such a system.
  • The learning model can be used to cover all essential finance/business/life skills.

What's next for FinFlash - Financial literacy with flash infographics cards

  • Adding affiliate links for monetization, mostly under a new chapter titled "Software Tools"
  • Registration of the app with the Google Play and Apple App Store
  • Adding more content, especially chapter(s) on "Definitions" (or "Terminology") and useful tools.
  • Assessment, in the form of visual quizzes, similar to those in Kahoot.
  • Issuing completion/graduation certificates on the blockchain, based on completion of cards and/or assessment results

APPENDIX: Pros/Cons of Alternative Methods of Learning

Presentations (ex: MS PowerPoint, Google Slides):

  • Standard way of communicating information
  • Only linear flow

Learning Management Systems (LMS) (ex: Gurucan.com, Waybook.com, Acadle.com):

  • Hierarchical structure & linear flow within each topic
  • Not as easy to browse as social media apps

Flash Cards (ex: Study.com and Chegg.com):

  • Easy to use
  • Available on the Internet ubiquitously
  • Extensive content
  • Mostly focused on definitions, text only mostly

Social Media (ex: Instagram, Facebook, Twitter):

  • Super easy to browse
  • Not organized
  • Distraction with other content & ads
  • Irrelevant/inappropriate content may be shown as ads

Zoomable User Interfaces (ex: Prezi):

  • Intuitive for some users, creating dizziness for some other users
  • Requires extensive design

Online Quizzes (ex: Kahoot)

  • Centered around quizzes, rather than content

Built With

  • adalo
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