Afif Ubay

Teaching kids about money by letting them use it.

A family finance app where kids learn by earning, saving and spending for real, and parents stay in control. I designed it from zero: three age-appropriate experiences in one product.

Role
Product designer (solo, freelance)Product designer
Team
Just me, working from the client's PRDJust me
Platform
Mobile · concept deliveredMobile · concept

Fig. 01/ Family Finance AppFamily Finance App

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Context & problem

Most kids learn about money by watching, not doing. The client came with a PRD for a new product: one app where children earn through chores, learn through short lessons, and practice spending and saving, with a parent approving what matters.

I took it from PRD to design on my own, defining the user flows and jobs-to-be-done for each role before drawing a single screen.

Jobs to be done

WhoJob to be done
Junior (7–12)“When I finish a chore, I want to see what I earned, so I feel proud and want to do the next one.”
Teen (14–17)“When I spend my own money, I want to see where it goes, so I can still reach what I'm saving for.”
Parent“When my child wants to buy something, I want to approve it in seconds, so they learn without me losing control.”

One family, three experiences

  • Junior learners, learn by playing — Daily chores earn money and XP, levels grow from Money Beginner to Finance Hero, and bite-sized lessons end with a quick quiz.
  • Teen managers, manage it for real — Budgets by category, saving goals, income from part-time work or gifts, and a linked card to track real spending.
  • Parents, guide, don't micromanage — A setup checklist, one overview per child, and one-tap approval for chores and spending requests.

Key decisions

  • Same product, a different home per age — A 7-year-old sees missions and XP; a 16-year-old sees budgets and transactions. The money is real in both, but the framing grows with the child.
  • Kids ask, parents approve — Spending requests and finished chores go to the parent. The secondary button says “Not now”, not “Reject”, which keeps it gentle for a child.
  • One device, the whole family — Avatar-based account switching, with the parent account protected by a password.
  • Lessons as missions — Short missions and two-option quizzes with instant feedback and XP, instead of long reading.
  • Parents start with a checklist — Child profile, weekly allowance, first chores, payment method: four steps and a progress ring, so setup never feels like a form.

Outcome

I delivered the full product design to the client: onboarding, account switching, three home experiences, chores, lessons and quizzes, wallet, spending requests and saving goals, built on a shared component library.

What I'd do next

Test the junior flow with real kids and parents together: do the XP levels keep a 9-year-old coming back, and does the approval flow feel fair to both sides?