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Mobile Game / EdTech

Be Finance Fluent (BFF)

A gamified mobile learning game teaching business finance to university students — covering game screens, mascot system, character design and animation.

Role

Lead Product & UX Designer

Client 

Wealthvox × Aston University

Team

SOC

BFF Cover.png

The Problem

BFF had strong educational content but nothing to make learners come back. No narrative, no reward system, no mascot, no visible sense of progress. Users completed a task and left.


The brief : redesign the full game experience from the ground up — a narrative arc across three levels, a mascot system that worked as a guide and emotional anchor, all screens from splash to level completion, and a locked handoff document that could go directly to development.

My Role

Full product design across the game — auditing existing screens, defining the gamification architecture, designing all screens, building the mascot system, designing and animating characters across all three levels, and producing the Screen-by-Screen Design Document as the single source of truth for development.

Design Process

Stakeholder

Alignment

Heuristic

Audit 

Competitive

Benchmarking

(Duolingo · Noom) 

IA & Flow

Design

Wireframs,

Lo-Fi Ideation &

Hi-Fi Screen

Design 

Mascot &

Character

Design

Character

Animation

Design Lock

& Handoff

Heuristic Audit 

Screenshot 2026-04-05 at 7.08_edited.jpg

AI Assisted Competitive Benchmarking across Duolingo and Noom — identifying the most relevant gamification patterns and translating them directly into BFF's design architecture before any screens were drawn.

Competitive Benchmarking (Duolingo · Noom) 

Comp.png
Competitor Benchmarking

IA & Flow Design

User Flow Chart.png
IA.png

Wireframs, Lo-Fi Ideation 

Hi-Fi Ideation 

Mascot & Character Design

Character personality directions and visual identity were iterated with AI — exploring multiple mascot concepts quickly before committing to the Acorn direction.

Animations

One non-negotiable was established early: the narrative was the backbone, not a feature. Every screen decision was tested against the core story — the player is building their own accountancy practice, and the world around them grows to reflect that.

Key Design Challenges

01

Making accounting feel like a game worth playing The design challenge wasn't decoration — it was architecture. XP on every screen, a strict linear unlock system, a visible journey map, and a long-term reward that accumulates across the arc. The content didn't change. The frame around it did.

02

Linear progression that feels like anticipation, not a wall The current month is fully open and generously signposted. Future months are visible but quietly greyed out. The lock is never the focus of the screen. Progress is.

03

The game is a growth story. The player starts small, builds knowledge month by month, and becomes something bigger by the end. The mascot needed to reflect that — not just react to it.


The solution was the Acorn. A small, illustrated character that begins the game as a literal acorn — modest, early-stage, full of potential — and evolves into a Plant when Level 2 unlocks, and an Oak Tree when Level 3 unlocks. The mascot doesn't just accompany the player. It mirrors them. 

 

Acorn fully designed. Plant and Oak Tree in progress alongside Levels 2 and 3.

04

Characters inclusive by intent Diversity across ethnicity, gender, and background was a design requirement, not an afterthought — stereotypes were to be actively broken. Four musician friends in Level 1, four tech company CEOs in Level 2, twelve sector clients across Level 3. All characters were designed with distinct personalities and animated to bring them to life.

05

A handoff document that could survive without me Game design's most common failure mode: the designer leaves, the developer interprets, the product ships differently. Every screen in the document had a defined mascot state, dialogue, UI element list, and navigation rule. An explicit lock statement was included

06

The main gameplay screen had to fit a balance sheet, income statement, transaction log, and controls on a single mobile screen — without losing readability.


10px was established as the hard floor for text size. Anything smaller was reconsidered — grouped, reorganised, or given more visual weight to compensate.


Colour did the rest. With assets, liabilities, equity, income, and expenses all on screen simultaneously, colour wasn't decoration

— it was the primary navigation tool. Each category needed a distinct, accessible colour that worked at small sizes without creating visual noise.

The Product

Gameplay screens withheld pending product launch.

AI in my Workflow

Research Synthesis

Hours of stakeholder recordings extracted into structured design decisions quickly

Benchmarking

Duolingo and Noom patterns identified and translated directly into BFF's architecture

Layout Exploration

Screen layout directions explored and iterated with AI before committing

Character & Mascot

Personality and visual directions explored with AI before committing to illustration

Dialogue & Copy

Mascot narration scripts and UI copy across 10+ screen contexts generated and refined

UI Copy

Screen-level copy balancing educational clarity with a playful voice

AI accelerated research, exploration, and writing — all final design decisions, visual direction, and system thinking remained my own.

Where It Stands

Design complete and locked. Handoff document delivered to development as the single source of truth. The game is live on Google Play as an early testing build ahead of official launch — currently in structured testing with Aston University students, with the metrics framework below set to evaluate engagement, usability, and learning outcomes before the full release.


The Office upgrade system is in active design and development. When the product officially launches, it replaces a finance education experience with no emotional pull with one built around narrative, progression, and habit formation.

Testing & Metrics

(Framework set ahead of early testing with Aston University students)

The primary question this testing phase answers: are students coming back? Engagement is the leading indicator for everything else — a student who returns is a student who is learning. The metrics framework is structured around that priority, with usability and learning outcome data used to diagnose what is driving or limiting engagement.

Engagement — Primary

These are the metrics that matter most to the product's success.

Return rate — percentage of students who return to play a second session after completing Month 1. Target: 60%+

Level completion rate — percentage of students who complete all 12 months of Level 1. Drop-off points identify where engagement breaks

Session length — average time spent per session. Benchmark: 15–20 minutes, consistent with Duolingo's engagement model

Daily active usage — how many students play on consecutive days. Streaks and XP system effectiveness measured here

Stage drop-off rate — which of the four stages loses the most players. Identifies the weakest point in the monthly loop

Usability — Diagnostic

Usability problems directly cause engagement drop. These metrics explain where and why students disengage.

Task completion rate — can students complete each stage without getting stuck. Target: 85%+

Error rate per stage — how often students make incorrect interactions before completing a stage

Time on task — how long each stage takes relative to expected completion time. Outliers signal confusion

Navigation confusion points — screens where students pause, backtrack, or exit unexpectedly

Learning Outcomes — Diagnostic

Learning progress reinforces engagement. Students who feel they are improving are more likely to return.

Pre and post quiz scores — knowledge assessment before and after Level 1. Target: measurable improvement

Stage 4 quiz accuracy — correct answer rate on the monthly quiz. Tracks concept retention month on month

Score improvement across months — does accuracy improve as students progress through the 12 months

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