Hero

Context

How Might We

Research

Competitive Analysis

The Solution

Design Decisions

Service Design

Impact

Future Vision

Reflection

CHERRY LI

Work

About

Contact

Gamification • FinTech • UX/UI

Gamified Financial Education for Young Adults

A story-driven mobile game that helps young adults (18–25) understand credit card decisions and long-term financial consequences through immersive scenarios and gamified learning.

Role

UX / Product Designer

Duration

10 weeks

Team

Solo project

Tools

Figma, Research

Context

This project is an interactive financial education and management software designed to help users understand their finances and plan consciously for the future. Through narrative experiences, gamification, and receiveization, it transforms financial tools into an engaging platform where users can explore credit, debt, and budgeting while receiving real-time insights and rewards for healthy habits.

More than a management tool, this software fosters responsibility and trust while addressing challenges such as knowledge gaps, decision fatigue, and ad influence, especially among younger users. By blending education with practical tools, it empowers users to improve their financial well-being and explores how technology can drive conscious behavior change and social responsibility.

Impact & Outcomes

Increased Confidence

Users felt more prepared for real credit decisions

Improved Understanding

Better grasp of long-term financial consequences

Behavioral Change

Reduced impulsive thinking during spending scenarios

Higher Engagement

Gamified learning drove sustained interaction

Note: Impact metrics based on early user testing and qualitative feedback.

The Problem

Young adults are entering the credit system early, but are not equipped to make informed financial decisions.
As a result, spending behavior is often driven by short term rewards rather than long term financial stability.

1. Early Adoption Without Understanding

42%

of young adults (18–29) already own credit cards, yet many lack a clear understanding of how credit works

2. Knowledge Gap → Poor Decisions

Over 60%

of users lack core financial knowledge, including budgeting, interest rates, and credit score mechanisms

3. Behavioral Bias Toward Impulse Spending

40.7%

of users exhibit impulse spending behavior, driven by instant rewards and frictionless payment experiences

4. Misalignment with Long-Term Financial Stability

36%

of users struggle with essential needs despite active credit use, highlighting a critical misalignment between short-term spending and long-term financial stability.

These issues are not isolated, but they form a behavioral cycle:

Early access → Low understanding → Impulse decisions → Financial consequences

Key Insight

Financial decisions are shaped by emotion, context, and external influence, not just knowledge.

Instead of more information, users need real-time support when making decisions.

How Might We

  • How might we provide personalized guidance for young users to achieve financial goals


  • How might we reduce the influence of impulsive spending and advertising


  • How might we combine financial tools with lifestyle rewards to make them engaging

Design Strategy

Synthesized from user research and affinity mapping

Help users identify and avoid impulsive spending

Provide personalized insights to guide decision making

Integrate financial tools into users’ daily lifestyle

The Solution

GameFi Life turns financial education into a story-driven game where users experience real-life spending scenarios and immediately see the consequences of their choices.

👥

Dual Characters

Lily (transparent guidance) vs Molly (impulsive advertising)

🏙️

City-Building Feedback

Financial health visualized through city condition

🎭

Real-Life Scenarios

Black Friday, holidays, peer pressure situations

Consequence System

Immediate and long-term impacts shown clearly

Character Design

Molly and Lily were created to represent the diverse challenges young adults face with credit card use.

Molly

Represents impulsive spending and misleading advertising tactics

Lily

Highlights the need for financial education and transparent guidance

Key Design Decisions

Scenario-Based Gameplay

High-risk spending moments like Black Friday and Christmas are used to simulate real decision-making pressure. Users face time-limited choices with visible short-term and long-term consequences.

Design Rationale:

Real-world financial mistakes often happen during high-pressure moments. By recreating these scenarios in a safe environment, users can develop better decision-making habits before facing real financial risk.

Dual Character System (Lily & Molly)

Lily represents transparent financial guidance, while Molly embodies impulsive and misleading advertising tactics. This dual-character approach helps users recognize and resist manipulative messaging in real life.

Molly

"Buy now, pay later! You deserve it!"

Represents temptation and impulse

Lily

"Let's think about your budget first."

Represents wisdom and transparency

By personifying different voices, users learn to recognize external pressures in real-world shopping environments.

City-Building as Financial Feedback

Financial health is visualized through the condition, growth, and vibrancy of a virtual city. Good decisions improve infrastructure; poor decisions cause decay. This provides emotional, visual feedback beyond numbers.

🌆

Bright City

Thriving infrastructure, vibrant colors, positive growth indicators

🌃

Shadow City

Declining buildings, muted tones, visible consequences of poor choices

This metaphor makes abstract financial concepts tangible and emotionally meaningful, encouraging long-term thinking over instant gratification.

Making Long-Term Credit Consequences Visible

Credit damage does not come from one major mistake. It emerges from repeated small decisions that feel reasonable in the moment. This system visualizes patterns and future consequences early, allowing users to adjust behavior before real-world credit damage occurs.

Moment 1 — Decision Point

A small, everyday decision that feels manageable in the moment.

The Black Friday scenario presents Lily and Molly offering competing advice. The purchase feels tempting and low-friction, with minimal immediate consequence visible to the user.

Behavioral Design Analysis

HI-FI SCREENS

Black Friday Entry

Competing Advice

Payment Flow

Gamification

Entry Point

Entry Point: Black Friday Temptation

The scenario introduces a high-stakes shopping moment designed to trigger impulse behavior.

DESIGN PATTERNS IDENTIFIED

Visual Appeal

high impact

Bright colors and celebratory Black Friday imagery create excitement and positive emotional state

Time Pressure

high impact

Limited-time sale creates urgency and FOMO (Fear of Missing Out)

Social Proof

medium impact

Character introductions (Lily and Molly) represent internal dialogue made external

KEY INSIGHTS

Users encounter the decision in a heightened emotional state

The context frames spending as a special event, not regular behavior

Low cognitive load at entry - the decision appears simple

Moment 2 — Pattern Emergence

Repeated choices begin forming behavioral patterns, even if each individual decision seems harmless.

Score changes and city condition shifts start to accumulate. The system tracks patterns over time, showing how similar decisions compound into behavioral trends.

Behavioral Design Analysis

HI-FI SCREENS

Bright City

Shadow City

Pattern Tracking

Pattern Emergence: The Accumulation Effect

Score changes and city condition shifts start to accumulate. The system tracks patterns over time, showing how similar decisions compound into behavioral trends.

HOW THE INTERFACE SHAPES BEHAVIOR

Score Tracking

high impact

City health metrics (83, 85, 80, 50, 72) visualize the cumulative effect of decisions over time

State Visualization

high impact

Bright City → Shadow City transformation shows pattern consequences becoming visible

Compound Effects

medium impact

Emergency reserve drops to 50 while debt status reaches "High" - small decisions add up

KEY INSIGHTS

Score changes and city condition shifts start to accumulate

The system tracks patterns over time, showing how similar decisions compound into behavioral trends

What felt harmless in isolation creates visible deterioration when repeated

Moment 3 — Future Trajectory

This is not a punishment, but a projected future based on current behavior.

The Shadow City state reveals what continued poor decisions lead to. The city visibly declines—not as punishment, but as honest feedback showing the natural trajectory of financial behavior.

Moment 4 — Recovery

Credit health is not fixed. Small changes can redirect the future.

The Bright City shows recovery is possible. Better decisions improve the city's condition, demonstrating that changing behavior can alter long-term outcomes. Financial health is learnable, not permanent.

This system treats credit consequences as cause-and-effect relationships, not isolated features. It makes long-term outcomes visible, gradual, and learnable through system feedback.

Validation & User Testing

Prototype testing with 15 young adults revealed significant behavioral shifts:

Increased Awareness

Users reported thinking twice before impulse purchases

Better Understanding

Clearer grasp of credit consequences and repayment

Reduced Anxiety

Felt more confident about credit decisions

What I Learned

1

Gamification can simplify complex systems

Financial literacy doesn't require dry lessons—playful interactions can teach sophisticated concepts when designed thoughtfully.

2

Emotional storytelling drives behavioral awareness

Users connected more deeply with characters and scenarios than with charts and statistics. Emotional resonance creates lasting behavioral change.

3

Ethical design requires visible consequences

Making long-term impacts visible and immediate helps users develop better decision-making habits. Design has a responsibility to show truth, not just optimize engagement.