ATM for Kids

ATM for Kids

ATM for Kids

ATM for Kids

ATM for Kids

RAPID DESIGN THINKING EXERCISE

RAPID DESIGN THINKING EXERCISE

RAPID DESIGN THINKING EXERCISE

Quickly moving through the design thinking process

Quickly moving through the design thinking process

Quickly moving through the design thinking process

Quickly moving through the design thinking process

Quickly moving through the design thinking process

ATM_HERO_GRAY@2x

ROLE

ROLE

ROLE

ROLE

Ideation

Ideation

Ideation

TWO HOUR EXERCISE

TWO HOUR EXERCISE

TWO HOUR EXERCISE

“How would you design an ATM for children?”

“How would you design an ATM for children?”

“How would you design an ATM for children?”

“How would you design an ATM for children?”

This was a Designlab question prompting an exercise using the design thinking process. Design thinking is a solution-based approach to solving problems with a human-centered core. It focuses on achieving practical results that are:

Technically feasible 
They can be developed into functional products or processes.

Economically viable 
The business can afford to implement them.

Desirable for the user 
They meet a real human need.

This was a Designlab question prompting an exercise using the design thinking process. Design thinking is a solution-based approach to solving problems with a human-centered core. It focuses on achieving practical results that are:

Technically feasible 
They can be developed into functional products or processes.

Economically viable 
The business can afford to implement them.

Desirable for the user 
They meet a real human need.

This was a Designlab question prompting an exercise using the design thinking process. Design thinking is a solution-based approach to solving problems with a human-centered core. It focuses on achieving practical results that are:

Technically feasible 
They can be developed into functional products or processes.

Economically viable 
The business can afford to implement them.

Desirable for the user 
They meet a real human need.

This was a Designlab question prompting an exercise using the design thinking process. Design thinking is a solution-based approach to solving problems with a human-centered core. It focuses on achieving practical results that are:

Technically feasible 
They can be developed into functional products or processes.

Economically viable 
The business can afford to implement them.

Desirable for the user 
They meet a real human need.

 THE DESIGN THINKING PROCESS

THE DESIGN THINKING PROCESS

DESIGN THINKING PROCESS

ATM_VECTOR_ART_ATM_DTP_sketch

Empathize
What is an ATM (both functionally and metaphorically)?
How and why would a kid use an ATM?
What are the possibilities or features a kid may need on an ATM?


Define
How should it look?
What functionalities should it hold?

Ideate
Quickly sketch out solutions.

Prototype
Sketch ideas with a bit more detail.

Test
What would be the next steps?

Empathize
What is an ATM (both functionally and metaphorically)?
How and why would a kid use an ATM?
What are the possibilities or features a kid may need on an ATM?

Define
How should it look?
What functionalities should it hold?

Ideate
Quickly sketch out solutions.

Prototype
Sketch ideas with a bit more detail.

Test
What would be the next steps?

Empathize

Empathize

THE AUDIENCE

THE AUDIENCE

ATM_VECTOR_ART_ATM_DTP_empathize

Quick User Profile:
Jack, my seven-year-old son, is just learning the concept of money. Currently, he has $29 saved in cash and likes to hold and count it. He does not yet understand the concept of debit or credit cards. Nor does he know why he would want to part with his money to put it in a bank. 

Why do people use ATMs?
An ATM is an automated machine that essentially replaces a bank teller, allowing adults the convenience to access money when banks are closed or to skip the process of standing in line at a bank counter. An ATM enables people to withdraw, deposit, and transfer money, and to check account balances, but the conveniences of an ATM don’t yet apply to children.

Why would a child use an ATM?
Parents could begin teaching children an important practical life skill. Interacting with a bank would allow children to:

  • Learn the concept of money beyond physical cash and coins
  • Learn how to save and manage money
  • Learn about the function of a bank

Why is a bank interested in serving children?
Starting at a young age, banks could establish a relationship with a potential long-term customer. 

Define

Define

KEY QUESTIONS

KEY QUESTIONS

ATM_VECTOR_ART_ATM_DTP_define

What are the challenges preventing an ATM for a child already existing?
My first question: should this even be designed? If this were a good idea for children and a viable business strategy for a bank, along with being technically feasible, an ATM for children might already exist.

Why would a bank pursue an ATM for children?
If a new machine were to be built specifically for children, this could be at a considerable expense. Is it even feasible to have space for ATMs for adults and separate ones for kids? It would be a big roll out for banks with assumedly not much in return.

How might children learn about managing money best?
Customers take their turn at ATMs and try to use the machine quickly as often there is a line. An assumption is that most people use a computer or smartphone to manage their money when there is more time to focus than possible on an ATM. Since an ATM is most suitable for withdrawing or depositing money quickly, it is not an ideal learning environment for children. Is there a better way for children to learn about money and banks?

How might we address the wide range of capabilities of children and their height differences?
Children vary widely. Even at the same age, children can be vastly different in their abilities and understanding. Is it possible to design something to account for varying knowledge and physical heights?

Ideate

Ideate

SOLUTIONS

SOLUTIONS

ATM_VECTOR_ART_ATM_DTP_ideate

Imitate adults
Kids learn by imitating adults. If the point is to teach children how to manage money, put the emphasis on what adults actually do, which is to use the ATM quickly. Children, with their own debit cards, would visit ATMs accompanied by an adult to help them withdraw or deposit money only. Using an ATM in this way would accurately mimic what adults do.

Take the focus off the ATM
The real focus would be children using a banking app designed to teach children how to manage their money. The app would allow children to learn without the pressure and time constraints of public space. 

Use existing ATMs
To roll out quickly, a step stool added nearby would address height differences. Eventually, new ATM’s could be introduced with an attached pull out step stool (for safety and to reduce being stolen). Adults could walk children through the existing interface, but eventually, a separate interface for children could be introduced. 

Create a custom app that conforms to a child’s current level of understanding
A questionnaire or test would assess what level a child is on. The app would act as an introduction to managing money. But as the child grows, the app could “graduate” them to the next level, allowing the bank to keep loyal customers who grew up banking with them.

Rethink filters and trip categories in relation to time travel
Analysis of existing patterns on competitive travel sites revealed common patterns, but the context of time travel requires new solutions.

Introduce Zeit and time travel technology
Explanations of the technology and Zeit addresses the concerns on safety. 

ATM_Sketch_1@2x

Prototype

HOW IT WORKS

HOW IT WORKS

ATM_VECTOR_ART_ATM_DTP_prototype

First, determine a child’s understanding level
When creating an account, a test or questionnaire would need to be administrated to determine a child’s comprehension level. Since this would take more time than an ATM allows, this would be completed online first. For the sake of this quick exercise, I designed for Jack, my seven-year-old, who can add and subtract and has basic reading comprehension. 

ATM interface may be limited
Because existing bank interfaces are typically limited, what is capable may be restricted, at least initially before the bank decides to increase the budget on updated technology. Even with limits, short, simple statements with icons would aid Jack’s comprehension. Showing the math when adding or subtracting would also be a helpful learning moment.  

There’s more opportunity on a mobile app or website
Animations would be fun and useful, such as showing money going in a piggy bank when depositing or flowing out when withdrawing. There could be an encouragement to save when interacting on the app, much like a game, with subtle cues like using red when subtracting and green when adding. If a child wants to withdrawal all their money, a sad piggy bank gets smashed.

2___ATM_Sketch_prototype@2x

Test

NEXT STEPS TO TAKE

NEXT STEPS TO TAKE

NEXT STEPS TO TAKE

ATM_VECTOR_ART_ATM_DTP_test

Consult a child education expert
Before design, an expert could give insight into children’s different levels of learning regarding money. They would also be helpful to consult while iterating on designs. 

Test children
Many ages and academic levels would need to be tested.

Test parents
Adults accompanying children at the ATM and would need to be tested. (Speaking as a parent, such a trip would be riddled with pain points!) Parents also need to oversee the use of the app, particularly for younger children. The app should appeal to what parents want to teach their children and account for how much control they want. 

Conclusion

Conclusion

AN ATM IS ONLY PART OF THE PROCESS

AN ATM IS ONLY PART OF THE PROCESS

AN ATM IS ONLY PART OF THE PROCESS

A learning app would better serve the needs of kids and banks.

A learning app would better serve the needs of kids and banks.

A learning app would better serve the needs of kids and banks.

A learning app would better serve the needs of kids and banks.

There is a lot of potential for a bank to teach children how to manage money. But children learn from imitating adults, and likewise, ATMs should stay a place to perform quick actions, i.e., depositing or withdrawing money. The ATM should not be the main focus.

An app is better suited to children learning about money. Not only does it give them the time and ability to focus, but activities and games could make banking a lot more fun, too.