Company Name: PayGenie
Project Objective
PayGenie has identified a significant gap in financial literacy among teenagers, which often leads to poor money management skills as they grow older. Existing educational resources are either too complex or fail to engage younger audiences effectively. The absence of interactive and relatable tools makes it challenging for teenagers to learn essential financial concepts. To address this issue, the objective is to develop an app that improves financial literacy through gamified learning, budgeting tools, and investment simulations, making financial education accessible and enjoyable for teenagers.
Requirement
The app should:
- Engage Teenagers:
- Provide interactive modules on saving, credit, and investing using gamification strategies.
- Include elements like quizzes, challenges, and rewards to maintain engagement.
- Simplify Budgeting:
- Offer easy-to-use tools for tracking expenses and managing allowances.
- Provide visual insights, such as pie charts and trends, to help users understand spending habits.
- Simulate Investments:
- Enable users to create mock portfolios and practice basic investment strategies.
- Use real-world market data for simulated returns and risk analysis.
Detailed Features
App Features
- Budgeting Tracker:
- Allow users to set budgets and track spending habits.
- Provide visual insights like pie charts and spending patterns.
- Learning Modules:
- Include quizzes, challenges, and short videos on financial concepts.
- Investment Simulator:
- Let users create mock portfolios and view simulated returns.
Deliverables
- Phase 1 – Design and Mockups:
- Wireframes for budgeting tools, quizzes, and investment simulator screens.
- Documentation on gamification strategies for engagement.
- User personas for teenage target audience.
- Phase 2 – Prototype:
- A clickable prototype with basic budgeting and quiz features.
Technology Suggestion
- Canva: Wireframes and mockups.
- Excel: Simulations for budgeting and investments.
Expected Output
- Phase 1: Wireframes, user personas, and gamification strategy.
- Phase 2: Prototype with interactive budgeting and learning tools.