The Financial literacy remains a significant challenge in Portugal, particularly among young adults who lack essential skills in saving, investing, and credit management. This study explores how gamification can enhance financial literacy through a digital design approach. A mobile app project was developed to make financial education engaging and interactive. Using the Design Thinking methodology – empathize, define, ideate, prototype, and test – the project focused on user-centered development. Gamification elements such as points, rewards, and interactive challenges were integrated to sustain motivation and daily engagement. Targeting users aged 18–30, the design process began with user research to define personas and usage scenarios, guiding the app’s structure from onboarding to simulations. A site map ensured a logical information architecture, followed by low- and medium-fidelity wireframes to test navigation and layout. A vibrant visual identity was created to enhance usability and appeal. The high-fidelity prototype emphasized modularity and scalability, allowing future expansion and easy updates. Usability testing validated interface clarity and the effectiveness of gamified learning. Participants completed tasks like expense tracking, goal setting, and investment simulation, showing strong engagement and reduced friction. Findings suggest that a well-designed, gamified app can effectively boost financial literacy while promoting positive behavioral change. Key features – goal setting, simulations, and learning modules – make the experience both educational and enjoyable. This project highlights how digital design, grounded in user experience and gamification, offers an effective solution for addressing financial knowledge gaps among Portuguese youth.

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Gamifying Financial Literacy: A Digital Design Mobile Project to Promote Financial Literacy in Young Adults

  • Marisa Capa,
  • Jorge Brandão Pereira

摘要

The Financial literacy remains a significant challenge in Portugal, particularly among young adults who lack essential skills in saving, investing, and credit management. This study explores how gamification can enhance financial literacy through a digital design approach. A mobile app project was developed to make financial education engaging and interactive. Using the Design Thinking methodology – empathize, define, ideate, prototype, and test – the project focused on user-centered development. Gamification elements such as points, rewards, and interactive challenges were integrated to sustain motivation and daily engagement. Targeting users aged 18–30, the design process began with user research to define personas and usage scenarios, guiding the app’s structure from onboarding to simulations. A site map ensured a logical information architecture, followed by low- and medium-fidelity wireframes to test navigation and layout. A vibrant visual identity was created to enhance usability and appeal. The high-fidelity prototype emphasized modularity and scalability, allowing future expansion and easy updates. Usability testing validated interface clarity and the effectiveness of gamified learning. Participants completed tasks like expense tracking, goal setting, and investment simulation, showing strong engagement and reduced friction. Findings suggest that a well-designed, gamified app can effectively boost financial literacy while promoting positive behavioral change. Key features – goal setting, simulations, and learning modules – make the experience both educational and enjoyable. This project highlights how digital design, grounded in user experience and gamification, offers an effective solution for addressing financial knowledge gaps among Portuguese youth.