ATM for Kids
An Exercise in Rapid Design Thinking

Your assignment is to design a touchscreen interface for an Automatic Teller Machine (ATM) geared towards kids aged 10–15 whose parents have opened savings account for them. These ATMs will be located in public places, such as at malls. They can be used to encourage kids to save money. As in Design Assignment #1, this new unit has an iPhone-style touchscreen (with multi-touch) and no physical buttons.

Mind Map

User Journey

  • Why would a kid use an ATM machine?

    • Allowance

    • Birthdays and holidays

    • Random handouts

  • What are the features a kid may need in an ATM?

    • Easy-to-understand Interface

    • Access to the ATM through a PIN (or any other method you can devise that is suitable for kids)

    • Fast Cash Withdrawal in the amounts: 50, 100, 200, 500

    • Withdrawal up to ₹ 500 a day

  • How would a kid use an ATM machine?

    • Deposit or withdraw money

    • Check Balance

Ideate

The first method which I thought was a face scan to log into the account and a fingerprint scanner for confirming the transaction. This would also prevent kids from forgetting their cards on the machine after they withdraw or deposit their cash. After this, I started to think about how to make the language and communication easy for the kids to understand. So instead of calling it Withdraw, we could call it Take out. In the case of Deposit, we could call it Save and for Statement, we could call it Balance. I tried making it interactive by adding features like “Wave your hand to wake the machine” or “center your face to login” and showing the face on a rocket that kids enjoy.

Here are a few quick sketches that give the first few steps to their first bit of life.

This was the basic idea

The final idea

Prototype

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