Rapid Design Thinking Exercise: Kid’s ATM
In this project, I’ve been asked to go through the phases of Design Thinking (empathize, define, ideate, prototype, and test) to design an ATM for kids. I’ll use this post as a way to collect my thoughts and go sequentially through the process. First of all I think it’s important to define “kids” — that’s a pretty big range. I’m assuming the age of those using this product would be somewhere around 8–16 years of age. Under 8 would likely be a big risk of mis-use or security risks. Over 16 would likely transition to a standard bank account (although i’m not sure of current banking restrictions).
Empathize
An ATM is primarily a way to get cash in hand. It can also give you account balances, let you deposit money, or transfer money. An ATM for kids could serve as an alternative to asking your parents, ‘do you have $10 for a [insert the need]’ or ‘when do I get my allowance?’ It could come in handy if kids need money while at school, or in other situations where the parent is unavailable. It may also serve as a way to educate children on money management and savings. As kids tend to assume there is an unending supply of money available from their parents, the ATM should make it clear how much money is available and at what frequency, so they can begin to make their own money management decisions. It might also help them set goals and remind them of their goals during transations. While kids are increasingly surprising me at how well they navigate electronics, the interface and functions should be simple and transparent, with larger icons for lower levels of dexterity control. I’d also be worried for their safety and potential of being robbed, bullied, or abducted for availability of funding through the ATM. Safety features such as identity protection, safe locations (near trusted adult supervision), low dollar amount of withdrawals, ability to raise alarm, etc. should be included. Would also need to consider height of interface, making sure all features are reachable at a height of 4' from the ground.
Define
It should look colorful, simple, and minimize navigation. It should handle the following functionalities:
- Confirm identity. The easiest way to confirm identity (for user) would be to use a thumbprint user through screen — similar to iPhone unlock. An emergency alarm button should also be readily available and a camera should record the user.
- Withdraw a limited amount of cash. The amount available as well as frequency allowed should be set by the guardian, and immediately visible to user.
- Contribute to a savings account or withdraw from savings. This feature should make the total savings visible, as well as progress towards goal. It would also limit the amount available for withdrawl from this account.
- Alert guardians when transactions are made and allow them to manage settings. This feature would be accomplished through a website or app.
Ideate
I started by sketching a few options for the various screens. Initially think i was drawing for a younger audience than I outlined (using a piggy bank character), but realize the older kids might find that corner, so went with a simpler idea. As far as the machine, it could be located by vending machines in schools, or other publically owned properties (libraries, police stations, town hall, etc.) likely to be patrolled and under surveillance.



Prototype
I cut the navigational screen to have only a log-in screen and an account screen, in order to minimize number of clicks/decisions needed to see all options available. Also decided against having an alarm button on the log-in screen as it would likely be over-pranked. An extra security measure could be incorporated by taking the opposite hand (non-dominant) thumb print to be used as an alarm/to use in case of trouble, automatically triggering police response. Since dealing in small amounts of cash, showing single click buttons to select amounts, to also minimize number of clicks and typing. Included time-based graphs to help the user understand the trends on the 2 accounts, hopefully encouraging good savings behaviors. Also showing a visual reminder of savings goal, and description.




Testing would be a fun process on this project, but that will come in later lessons.
