top of page
Card Game Mockup BLue.png

ATB FINANCIAL CARD GAME

PROJECT SCOPE

INSTRUCTIONAL DESIGN

PRODUCT DESIGN

PROJECT TIMELINE

2-3 MONTHS

TEAM

MARISA WONG

REVA CALVERT

STUART HAMILTON

NICHOLAS HARTE

ERNEST LIANG

CLIENT

ALBERTA NATIVE FRIENDSHIP CENTRES ASSOCIATION

ATB FINANCIAL

MY ROLES

RESEARCHER / INSTRUCTIONAL DESIGNER / GRAPHIC DESIGNER / PRODUCT DESIGNER

INTENDED AUDIENCE

GRADE 10-12 STUDENTS

SKILLS

GRAPHIC DESIGN / USABILITY / FIGMA /  INSTRUCTIONAL DESIGN / MULTIMEDIA DESIGN / HUMAN-CENTERED DESIGN / PROJECT MANAGEMENT

THE CHALLENGE

Indigenous Peoples have faced many barriers in pursuing and achieving financial independence and well-being. One of the 94 Calls to Action by the Truth and Reconciliation Commission (TRC) is developing culturally appropriate curricula to help Indigenous youth access information and succeed. 

GOAL

To create a tangible learning tool that can be implemented across the ANFCA branches in Alberta and empower grade 10 to 12 Indigenous youth in regard to financial literacy. 

This project was chosen to be funded by ATB Financial and further developed by the Alberta Native Friendship Centres Association.

CREATING THE GAME

GENERATIVE AND EVALUATIVE RESEARCH

We began our project with background research about Indigenous youth and peoples in Canada. We were also required to take the University of Alberta’s Indigenous Canada Course on Coursera before starting any designing for this project.

Screenshot 2024-08-06 at 12.54.40 PM.png
IDEATION

To start our design stage, I facilitated a quick brainstorming session to generate ideas for our project. For this brainstorming session, we listed some creative ideas we had for how we could create a tangible financial learning tool. 

Screenshot 2023-04-02 at 4.11.24 PM.png
CONCEPT SELECTION

After discussion, our group decided that the best way to teach Indigenous youth in grades 10-12 about financial literacy would be through a card game with the goal of giving them insight into managing their money in their first year of post-secondary. We chose this because it would be an interactive way for Indigenous students to realistically determine their budgeting while being presented with opportunities they are eligible for and being easy to implement for the organization. 

Screenshot 2023-04-02 at 4.23.05 PM.png
PROTOTYPING THE GAMEPLAY

I used Figma to design a low-fidelity prototype for the game mechanics, card types, and rules. The activities in the card game facilitate the reflection on the experience and financial decisions that individuals make in real life. 

Screenshot 2023-04-02 at 4.26.32 PM.png

FINAL PROTOTYPE

At the end of August, our group had to present our tangible learning tool to the Alberta Native Friendship Centres Association and ATB Financial representatives. 

The components of the card game include:

  • Game Instructions

  • Detailed Card Designs (Starter deck, monthly event cards, general event cards)

  • Budget Sheet Template

Screenshot 2023-04-02 at 4.34.51 PM.png
IMPLEMENTATION

The Financial Literacy Card Game can be implemented over a period of 6 months, during which research, roll-out, monitoring, and adjustment will be completed. Evaluation, user-testing, and product costs of the game will be conducted by the Alberta Native Friendship Centres Association through the funding that they have received. 

RETROSPECTIVE

For this project, we were challenged to create a comprehensive learning experience that is appropriate for users. For us to make a solution that was useful and effective, we had to into account the learner's prior knowledge, cognitive abilities, and learning styles. We also had to consider the context in which the learning will take place, such as the learning environment and available resources.

TAKEAWAY 1

Collaboration allows for individuals' strengths to shine.

When working collaboratively, each person brings their unique skills, knowledge, and experiences to the table, allowing for a diverse range of perspectives and ideas. For this project, I was placed on an interdisciplinary team of business and computer science students. By working together, we were able to share their strengths, learn from each other, and create synergies that lead to great outcomes. 

TAKEAWAY 2

Save time for user testing even if it is not a requirement. 

Although user testing was not a required deliverable for this project, it would have been a great component to have to gain feedback from users to see how effective our learning tool was. By testing with actual users, our group could have had a chance to gather valuable feedback about how people interact with our product, identify areas of confusion or frustration, and uncover opportunities for improvement.

MAR WITH DESIGNS
MAR WITH DESIGNS
bottom of page