The problem
Young adults want to manage their money better but existing tools either shame them with charts or bury them in financial theory. Motivation dies in week two.
Financial education · Mobile
Young adults want to manage their money better but existing tools either shame them with charts or bury them in financial theory. Motivation dies in week two.
A gamified mobile app that turns money management into small goals, streaks and lessons that fit into a normal week.
4 months (2024)
MoneyMentor was built with its audience, not for it. We ran co-creation sessions with young adults and designed around the emotional side of money, not only the mathematical one.
Financial-education products lose users fast; retention beyond the first month is where the value — and the business case — actually lives.
Young adults feel judged by finance tools, don’t know where to start, and lose momentum as soon as the app becomes a chore.
I led design end to end: research, concept, interaction design, UI and prototype testing.
“Shame is the main reason people close finance apps.”
Interviews and workshops surfaced a consistent emotional pattern: users avoided apps that made them feel behind. Progress needed to be visible even on bad weeks.
“Curiosity, setup, first week, drop-off.”
Mapping the habit journey showed the cliff at the end of week one. Everything after onboarding was designed to give a reason to return: a next step, a small win, a nudge.
A big goal — a trip, an emergency fund — becomes a series of weekly actions sized to the user’s real income, so progress is always within reach.
Micro-lessons appear when they are relevant to the action being taken, instead of sitting in a separate academy nobody visits.
The first concept opened on a dashboard. Testing showed users froze, so the home screen was rebuilt around a single suggested action.
Illustration, rewards and warm colour carry the gamification without turning the product into a toy or hiding the numbers.
In prototype testing, participants set a goal and completed their first weekly action unaided, and described the app as encouraging rather than judgmental — the exact shift we were after.
Designing for motivation taught me to treat emotion as a requirement. The maths was the easy part; making someone come back on a Tuesday was the design problem.
Want the full walkthrough?
Happy to walk you through the research, the iterations and the final screens in detail.
Ask me about this project