Rapid Design Thinking — ATM for kids
I agree the title of this article makes you wanna go “Huh..”. The purpose of this article is to train my brain to approach a design problem by design thinking. The following factors are involved my Rapid Design Thinking:
- Empathize
- Define
- Ideation
Let us see how can we apply these factors to create an ATM for kids.
Empathize:
An automated teller machine(ATM) is a device that enables the customers of a financial institution to perform financial transactions, like cash withdrawal, without the need for a human cashier, clerk or bank teller.
This ATM is being designed for the kids in the age group of 5 to 11 years old. Kids can use this ATM to deposit their pocket money and withdraw certain amounts for little treats, snacks, bus fare etc.
The main goal of the building this system for kids is to teach them about the importance of saving money, making financial transactions and managing their “accounts”.
Define:
The height of the ATM system should be low as compared to the ones used by the adults. For easy usage, touch interface should be provided.
The keypad buttons should be big and bold enough for the kids to recognize the characters easily.
For logging in, the kid’s fingerprint will be used. This will remove the need to remember the username and password for the kid.
This system will have two options: deposit money and withdraw money.
To deposit, the kids can add the money from the slots provided on the machine. There will separate slots for money going in and out. While depositing, the kids can deposit either with notes or coins.
To withdraw, the kid can select one of the amounts predefined in the systems. If the kid needs more money than the highest predefined value, the system ask for parent authorization. This authorization can be done using fingerprints of the parents.
Transaction details will be printed & provided to the user at the end of each transaction.
Ideation:


