Akhil Sasi

All work

Finsteps

A money-skills app where students learn in short lessons and then practise real decisions with a budget of their own.

Role
Product and UX design across the student app, parent app and school web portal
Platform
iOS and Android apps for students and parents, plus a web portal for schools
Status
Live on the App Store and Google Play
Users
School students, their parents, and teachers and school administrators

Overview

Learning money by practising it.

Finsteps is a financial literacy platform for school students. Short lessons and quizzes teach the concepts, and a simulated money environment lets students practise them: earning rewards, tracking spending, saving and making purchase decisions. Parents guide the learning at home, and schools run the programme and its rewards.

The money is virtual. Finsteps is an educational simulation, not a banking app, so the design had to make practice feel real without ever looking like banking.

Who it serves

  • Students, the primary users. They need to understand money, practise decisions and stay motivated. They get interactive lessons, quizzes, virtual balances, tasks, rewards, streaks and milestones.
  • Parents and guardians. They want to guide their child's habits and see progress. They assign and review tasks, approve purchases, send gifts and appreciation, and read learning reports.
  • Teachers and school administrators. They connect financial learning to school life. They manage students, parents and classes, set reward rubrics and communicate from a web portal.

The design challenge was connecting the three: learning that turns into real decisions, with the right amount of adult visibility at each step.

Parent app

Guides habits at home

  • Assigns and reviews tasks
  • Approves purchases
  • Sends gifts and appreciation
  • Reads learning reports

Student app

Learns and practises

  • Lessons and assessments
  • Virtual balance and pots
  • Rewards, streaks, milestones
  • Purchase requests

School portal

Runs the programme

  • Manages students and classes
  • Sets reward rubrics
  • Messages parents
  • Tracks class progress
What passes between the parent app, the student app and the school portal.

Research

I worked from interviews, a competitive analysis and user testing with students and parents. Three findings shaped everything:

  • Students respond to gamification: streaks, badges, coins and visible progress.
  • Parents value transparency, but only when it doesn't overwhelm them.
  • Clear language matters more than anything else on a screen about money.

That produced three working personas: a 12-year-old who wants to learn money management and finds banking boring, a 10-year-old who wants to earn coins and clear rewards, and a parent in their forties who wants to monitor spending but has little visibility.

Usability testing insights

Testing the initial prototypes with 8 students and parents highlighted two critical friction points:

  • Budget allocations were too abstract for younger students. When students were asked to split earnings using percentage sliders, 10-year-olds hesitated. We replaced percentage sliders with tangible goal envelopes and visual coin stacks, which made dividing funds intuitive.
  • Parents needed fast approval loops without micro-management. Earlier parent views required inspecting every item breakdown before approving task rewards. We replaced multi-step forms with a one-tap review card, reducing approval friction and keeping student streaks alive.

Principles

  • Kid-first. Colourful, playful, never intimidating.
  • Clear hierarchy. Simple language and visual emphasis.
  • Gamification. Streaks, badges, coins and progress.
  • Parental guidance. Transparency without overwhelm.
  • Accessibility. Large targets and readable type.

Three connected journeys

The product is easiest to understand through three journeys that cross the student and parent experiences.

Learn, answer, earn

A student finishes a bite-sized lesson, answers a short assessment, gets feedback on each answer and earns a reward. Streaks and milestones bring them back the next day.

Lesson bite
Assessment feedback
Reward earned
Streak celebration
Journey 1: bite-sized lesson, assessment feedback, reward earned, and streak celebration.

A task from home

A parent assigns a task, the student marks it complete, and the parent reviews it and rewards the effort. Everyday responsibilities become a way to earn, with the parent in the loop.

Parent assigns a task
Student completes the task
Parent reviews and rewards
Journey 2: parent assigns a task, student marks it complete, and parent reviews and rewards.

Asking before buying

A student requests a purchase, and the parent approves or declines it. Spending becomes a conversation, not a surprise.

Student asks to buy
Parent reviews the request
Student sees the result
Journey 3: student purchase request, parent review, and student confirmation.

Decisions

A tutorial that teaches by doing

New users meet the money tools through a six-screen walkthrough, each step a real action on a real screen, not a slideshow.

  1. WelcomeWhat you will learn
  2. BalanceSee what you have
  3. AllocateSplit it into pots
  4. TransferMove money, then confirm
  5. DoneSee the result
  6. Start managingUse the tools for real
Tutorial: Welcome
Tutorial Step 1: Balance
Tutorial Step 2: Allocate
Tutorial Step 3a: Transfer Start
Tutorial Step 3b: Transfer Done
Tutorial Step 4: Start Managing
The six-step money tools walkthrough, teaching by real interaction.

Numbers that explain themselves

On Needs and Wants, the screen says what each figure means right where it appears: available is the money in this pot, planned is the total of your pending items, and the counts only include things actually bought. Try the demo above.

Designing the failures

Buying something you can't afford is part of learning about money, so the flow includes a confirm step, an insufficient funds screen that explains what to do, and a clear record once a purchase is made.

Confirm purchase
Insufficient funds

Guidance without monitoring

Parents get learning reports, task reviews and purchase approvals in their own app, so they can guide their child without watching every detail.

Parent app, dashboard
Parent app, learning report

The school portal

Teachers and school administrators work in a desktop web portal with dashboards, student, parent and class management, reward rubrics, tasks and communication. It connects the classroom with what students practise in the app.

School portal, dashboard
School portal, class management
School portal, reward rubrics

Design system

A component library on tokens, with spacing and radius tied to the token scale and a colour-coded palette: blue for primary actions, green for success and orange for warnings. Large touch targets and readable type suit younger users.

Finsteps, design system sample

Results

  • Live on the App Store and Google Play.
  • Student and parent apps for iOS and Android, plus a school web portal, designed as one connected product.
  • Usability tested with 8 students and parents, with the findings applied to the design.
  • A token-based component library for the mobile apps.
Finsteps on the App Store
Finsteps on Google Play

Designing across students, parents, and educators taught me that a multi-sided ecosystem only succeeds when each audience receives an experience tailored to their mental model: playful and gamified for children, transparent and low-friction for parents, and structured and efficient for teachers. The central design challenge was balancing kid autonomy with parental guidance so oversight feels collaborative rather than surveillance. Next, I would track cohort retention across live app updates to evaluate which reward loops build the most durable saving habits over time.