Inspiration

It hurts me to spend my money and this is good for my bank account. Money saving habits come from the head itself and humans respond to reward and punishment most directly. The goal is to punish bad potential choices so the human starts associating thinking about too many purchases with a punishment.

What it does

It is super simple right now due to the time allotted, but it takes a user's deposit, and limits the user's spending. In order to make a purchase the user must make a request. If the total balance of the account is less than twice the cost of the product, the bank will reject the request and preventing overdraft. However, if the user requests to buy something clearly out of their ability (cost is greater than or equal to their balance), then they will get marked for a bad request. If they request too many bad purchases, the bank will take an ether from them (only way to achieve overdraft is thinking about too many bad purchases). If they make many good purchases, the bank will reward them an ether if they request it and are eligible.

How we built it

I used solidity and used functions to carry out the actions.

Challenges we ran into

I'm new to solidity so figuring out the details of the syntax, such as mapping, works was challenging.

Accomplishments that we're proud of

I'm proud of creating a functioning version even though it is super simple.

What we learned

I learned a lot about how to use solidity and how to plan for how the user should interact with the front end.

What's next for Online Bank

More specific requirements for a purchase to be considered good or bad, different rewards or punishments depending on the user's history, taking categories of purchase into consideration (necessity of luxury)

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