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Interaction Concept Project
Tangible Savings for Kids in a Digital Age

Project Brief

Final Design Outcomes

• Den Lilla Nötsamlaren - Soromist Chintanamanus
35088805 This Product+Service aims to build emotional connection with savings and spendings through Social gaming and Storytelling, in order to promote a good financial habit to kids in the early age.
Once kids open a savings account with the bank, they will receive this device, a little squirrel house, and an story book. The little squirrel house serves as a digital piggy bank and is connected directly to their savings account. Children can use their money card to deposit money in (just to mention, this project is based on the thought that kids will receive their allowance in the form of NFC prepaid card). When they have saved up to certain amount, the device will issue a sticker badge that represents the savings for them to collect. The sticker badges come in variations and it depends on different occasion. For example if a girl receive money gift from her granny, it will print out granny badges, or if she saves some money on Christmas day, she will get a Christmas badge instead.
Kids can either collect the stickers in story book which represents long-term savings or in the receipts for short-term goals. In the book, there will be a series of stories of “The Little Nut Hoarder” that aim to teach kids about the reasons why saving is important as well as how can they improve their financial habit. For the short-term savings, parents can help kids set up the goals and print out receipts for kids to save up. This will make savings and spendings more tangible and fun as well as give kids awareness of the value of things.

• Dreams and Wishes - Brian Oko 48479927 Dreams and Wishes is a part of a life lasting service, that intends to encourage children around 6 to 10 years to save money for their personal goals. Like buying a bicycle or a new video game. Favoring children's goals, is an excuse to make them administrate their money and ultimately understand the value of money.
Dreams and Wishes supports saving by making it a fun and motivating activity/ritual. It consists of three different elements: A customized book, a Saving/Gaming device and a poster. The book, tells a story of a character that needs to reach a goal.The kid has to help the character to reach that goal, by playing the game in the device. To play, he should add money on the device(or goal) and add a disc extracted from the book. Once one of the stages of the game is completed the kid can stick part of the disc on the poster. Then the children can see how much is left to achieve their goal. These elements focus on creating a emotional connection between the child and the experience of saving by: Bringing empathy for the character of the story, receiving a “reward” every time that the child saves and visualizing the progress of their dream saving. So, let the children reach their goals, with Dreams and Wishes.

• Smart Book - Jess Myra
35129948 My concept proposes a financial narrative in the form of an interactive pop-up book for children that combines these intrinsic traits—imaginative play and mimicry. It is a smart bank book that utilizes physical interaction and visual metaphors to convey complex banking scenarios, encouraging goal-based saving and responsible spending through contextual storytelling.
To achieve this, the book itself incorporates three key layers: Pop-ups & Annotations, NFC Smartcards, and Augmented Reality (AR). Through the physical immersion of popups, the real-time control with the card, and the added value of AR, children are empowered to become the author of their own financial story and learn responsible money management. The Smart Book works as a graduated release of responsibility and financial independence to the child. This means that as they grow over time they will transition with the Smart Book into financial maturity—an opportunity even their parents wish had been available to them.

• Mabu the Builder - Vivian Lo

In the near future, most of banking – payments and transfers – will be carried out through Mobile and the Near Field Communication technology. In addition, more children will start using a mobile at an earlier age. There’s also a significant growth in the applications market for children. With these indicators in mind, I set out to develop a concept that incorporates a mobile payment application with physical objects that are engaging and educational to encourage a sustainable savings habit. I explored ways to integrate the digital and physical in a meaningful way by using systemic thinking. With kids’ affection of building from Lego to Minecraft, I decided to use building as a metaphor to bridge traditional building toys to the building of saving habits and financial independence. The final concept is a system that contains four main components: a physical house with a tape measure that indicates the remaining time to reach saving goal, an application for mobile, a web platform and printable papercraft. A squirrel character named Mabu ties the system together through its story. With each successful savings quest, the child is rewarded with badges and points that can be used to build printable papercraft to decorate the house. The child can then photograph the house to share, and also review their peers’ houses.

• moneybuild* - Camila Lima

Based on the old Chinese puzzle, the Tangram, moneygram* is a fun game all kids will want to take care of their own money. As a gift, Swedbank hands moneybuild* to all parents who open an account for their new borns: a saving goal is pre-­‐defined by the parents and throughout the child’s life they will be ablet to follow their money’s grow. Firstly, the parents will be in charge, but as the child grows -­‐ their interest and curiosity as well -­‐ and whenever they start to understand its use, their interaction will start. The board has a magnetic field with RFID readers in the inner part and a touch screen on its outer part. The tangram-­‐pieces also magnetics and RFID tags -­‐ the red-­‐square is the trigger to it turn when in the middle. Whenever the board is on, you can check all your savings organized by the occasions in which you’ve got the money, like birthday for instance. By tapping any of those occasions, you can see how much money you’ve got from each relative; and by swiping the timeline you’ll be able to check your savings within the previous years. The money transfer is made through moneybuild*’s phone application, where anyone can sign up, scan a board and then transfer how much money they want by specifying the occasion. In order to finish this transaction, the person will get a tangram-­‐ shape receipt, that must be build together with the kid on his moneybuild*’s board. When the task is accomplish, the board will inform the amount, to which event and who transfer the money. However this board starts as part of childhood, it is flexible enough to keep up with you throughout your entire life. By evolving it’s layout due your maturity and changing some aspects, like using the key-­‐piece for buying and also displaying your spending, moneybuild* can be part of your whole economic life.
moneybuild* is a life long product that helps you to keep track of your money through its uniqueness and playfulness aspects.

• Saving for Dreams - Carol Tang

Saving for Dreams is a nine-week project aims to design an interaction concept for a new artifact evolved from piggy bank. The prime focus is to explore possibilities in tangible child-object interactions which emotionally engage children in saving for personal goals. The final design consists a rotatory device (O’Piggy) connected to mobile banking service that help young adolescents focus and keep track on personal saving goals. Through simple settings and tangible feedback, the device provide a sense of progress in goal reaching and leave a memorable trace of dreams in the childhood.

• Go For It! - Ine Marie Vassøy

Children want to be in control of their own allowance money. GoForIt! is a banking and game experience on the phone for (pre)adolescence that is a part of their everyday life. It makes saving and spending money fun, and children are in control of their allowance.
Together with their children, parents order a GoForIt! account at Swedbanks website. They define what the weekly allowance is, and the short-term and long-term saving goals. After a few days the child receive a welcome-kit from Swedbank with more information on how to save and spend. There is a QR-code in the welcome-kit to download the app, and saving account symbols (RFID-tags) that represent the saving goals that was set up. Once a week the child recieve allowance money on the phone that is available to spend or save. When shopping, the child have to scan the barcode on the product to pay. Sound and motion graphic on the phone visualize the spending, and what is left of the allowance. To nudge for saving the graphic on the phone will always visualize how close you are to reach your saving goal. Any time during the week the child can choose to transfer what is left of the allowance money to the saving account, by scanning the saving account symbols (RFID tags). When the saving goal is reached, motion graphic and sound on the phone will tell you, and the child buy what he/she have been wishing for.

• Rabbit Bank - Mehrnaz Ataei

Delivering the message of saving money to the children in digital age with digital money is the purpose of this project, By keeping in mind that concept of touch is loosing in digital age I tried to find one new way to symbolize the process of transferring money between parents, children and bank. Rabbit bank contain two parts, one part is digital rabbit bank which could connect easily to the computer, this part equipped with the projector and one button, the function of this part is holding and saving money and transferring it directly to the bank also projecting the saving tree . Other part is digital token which is portable and works as a prepaid card for children also works as a guider during the spending money, digital token is equipped with the projector and one button and barcode reader.
These two parts should connect to each other for activating different functions, parents for giving money to the child could fill digital token by swiping their card or by internet bank. The menu project on the wall or floor and the control buttons are rabbitʼs eyes. Children have different choices when they receive money in their token, keep the money inside the token or save the money inside the rabbit bank for short time goal or transfer the money from temporary place to saving account for long term goal and also observing the projection of growing saving tree.
Saving tree as a symbol of saving encourage children to completing the task by saving money, at the first the tree is just an outline, each time they transfer money from rabbit bank to the real saving account bank should changes the tree by adding acorns and branches to the tree, bank also should add one part to the trunk of the tree every childʼs birthday so child would understand that his/her birthday is important for the bank.


Programme director: Niklas Andersson
Course responsible: Linda Bogren
Project tutor: Tara Mullaney
Tutor in writing a brief: Jennie Forsberg
Teacher and tutor in Design Rhetorics: Fredrik Goffhé,

courses/interaction_concept_fall_2011.txt · Last modified: 2015/10/03 22:11 by niklas