Kids' bank

Kids' finance app for the CIS top private bank

Overview

Alfa is the top private bank in CIS countries with 30M customers and $1,32B net profit in 2023. One of the latest tracks is to create a fun and engaging app for minors (6–14) to work with their kids' cards, stickers and other bank products.

Nowadays the financial canvas is shifting, driven by the technological fluency and progressive demands of teenagers. The digital of today's youth footprint will reimagine banking — convenience, personalization, and engagement must be at the core of every financial service crafted for the emerging generation.

My roles

Sernior Product Design of Kids' Bank
User Experience (UX) Designer
User Interface (UI) Designer
Visual Designer


Sernior Product Design of Kids' Bank
User Experience (UX) Designer
User Interface (UI) Designer
Visual Designer

Time

9 months, ongoing

MAIN FEATURES

Colorful, smart
and engaging

Characters
to choose

Open your Catbox
to save money

Check how much
you can save

Emotional approach
in every detail

Gamification features
🤩

Product cases examples

1

Catbox, the piggy bank for minors (6–14)

Global goal

Create engaging feature in minors’ application to help them collect and store their spare money.

Tasks

Increase retention, MAU/DAU, amount of kids cards, amount of intrabank transfers, amount of 14+ clients

Platforms

Android, iOS, web desktop, web mobile

Problems

Data source: custdevs, interviews, workshops

  • Piggy bank works as a savings account, but kids do not understand interest rates and percentages

  • The income is paid monthly, but the amount is low in monetary terms and looks rather frustrating to minors

  • The UI and the texting of the previous layout are boring and not emotionally engaging

Hypotheses

  • If we shift the focus from interest rate, it will be easier for minors to understand the piggy bank feature

  • If we rename the income, it will be accepted more positively

  • If we propose a more colorful interface with clear metaphorical icons, kids will understand it better

  • If we rename some UI elements, it will appear less dull and more fun to children.

Main Screen Old-New Comparison

Solving

  1. Instead of the 'Interest Rate' widget I introduced a new feature: CATculator, which helps minors to calculate how much money they can save in our Piggy bank.

    To create an emotional and engaging effect, I added a 2,5D icon of the calculator, so that this widget will appear self-explanatory to those customers, who are yet low in their reading skills.

    Check the CATculator in the section below

The new CATculator widget

  1. I renamed the 'Income' widget, which confused minors. Based on my research and competitors' analysis, the sum here in monetary terms would be ~$0.3–1/month. So the name 'Income' won't drive our minors as much. I proposed the name 'Bonus money', because 'bonus' is something small, friendly and pleasant.

    Here also I added the 2,5D icon falling into the wallet to enhance the meaning of 'bonuses' being real money that customers will get monthly.

The new 'Bonus' widget

  1. The widget 'Operations history' became simply 'History' with appropriate 2,5D icon.

  1. Boring 'About' widget became more intriguing 'How it works'. And also it now boasts the new Catbox-themed icon with a question mark on its screen-face.

While these new widgets look more like slight UI adjustments, the impact on user reaction was huge. Kids and teenagers are no technogeeks, their level of patience is drastically lower. They scan screens and search for emotional anchors to navigate in UI.

2

New CATculator feature

Global goal

Increase users' motivation to add money to the Catbox and keep it, by showing them the further perspective.

Hypothesis

If we show kids how much money they can save (using simple mechanics and emotional backup), they will add money to the Catbox more often and achieve their goals in saving.

Start screen

The goal was to create the simpliest savings calculator. I have only two controls here. The focus is on the money amount and the main question. Users can change the amount with big colorful step buttons or by clicking on the amount directly. The second control is time period in chips.

Start screen of the CATculator

The main image, our Catbox hero, shows emotions: reacting on the time period.

Emotional interface animation after 'Calculate' click

After clicking 'Calculate' kids see this interface animation of coins dropping to the Catbox. This little JSON animation is not about calculating money on back. The calculation is made instantly. This tiny Catbox animation is all about emotions: our users see their Catbox character getting happier while receiving more money.

During A/B tests I've received overwhelming positive feedback with this animation.

After 'calculating' process the user sees the final screen of CATculator.

Final screen of the CATculator

On the final screen I've got a carousel of several colorful cards. Thus I was able to minimise the input information on the first screen: traditionally savings calculators require also the time period of savings.

Kids can now have clear vision how savings work. This is especially important for the 6-9 y.o. segment, for these kids are not so good yet with basic math.


For the 10-14 y.o. segment though it is crucial to understand the details. That's why I also introduced modal screens that one can open tapping on each card in the carousel.

Modal screen of the card in the carousel

Here kids can see the details of the income calculation. The amount is decomposed into 3 numbers. The histogram below shows the proportion of these numbers.