An immersive 3D visualisation product allowing young Gen-Zer's to physically interact with their financial habits. The product uses 3D dynamic bar charts to make finances more tangible.


Product Design, Industrial Design, CAD Modelling, Time Management, Design Week


Seymourpowell Design week - February 2018 (one week project)

The Brief

“Seymourpowell would like you to design a physical object and supporting user experience that aids Generation Z’s daily challenges and interaction with personal finance.”


An initial brainstorming session was used to define the various segments within the future finance scenario. The key areas explored were saving and investing, specifically looking into multiple user cases, touchpoints and problem definitions. Further development involved generating ‘How Might We’ statements, posing thought-provoking questions to encourage creative exploration. With the statements grouped and narrowed down, thumbnail sketches were produced to initiate the creative process. With the addition of primary research, young Gen- Zer’s (aged 8-12 years old) were the primary focus. This is an age group starting their financial education in an increasingly digitised world. Therefore, there was an emphasise to provide a solution that empowers young Gen-Zer’s to learn financial control for themselves through worthwhile experience and straightforward analysis.

Key Insights


of Gen-Zer’s believe that stocks and shares are a good long term investment.y

Encouraging early adoption of controlled investment using the ‘small but often’ strategy and visualising the potential profits and gains.


of parents felt like their children were not learning key financial life-skills

Their children were not learning from overspending and the discipline of putting money aside for future aspirations.


years old is the average age for a Gen-Zer to get a smartphone.

Therefore, targeting younger Gen-Zer’s without a smartphone makes sense, as this allows the physicality of their early spending, saving and investing to be explored in an interactive and educational manner.

Sketch Ideation


A rough cardboard / bluefoam model highlighted key user interaction points and the feasibility of the proposed product sizing and ergonomics. Adding a secondary dial meant that complicated dial functionality was avoided.

How it works

Despite using Osper, children still take their money for granted, meaning that overspending and not saving becomes a bad habit. Bloks empowers children aged 8-12 to better understand their spending, saving and investing habits using simple 3D visualisation bars and playful interactions. The product works by reading past data transactions from a debit card using Radio Frequency Identification (RFID) technology.

The user can use the left dial to switch between the available visualisation modes: spending, saving, investing and goals. The format of the bars allow for a 7 day / 7 week display of transactional data. The user can tap on a specific bar (day) to highlight specific data values. These are displayed on the LED matrix.

The dial on the right of the product can be rotated to view previous historic datasets, allowing the user to visually grasp their spending, saving or investing patterns. One ‘click’ rotation of the dial corresponds to a week (one row). The height of the bars adjust in real-time, providing an engaging and pleasant experience. Within Goals mode, the user can see their current progress against their target saving value. Two bars are used to represent the two data values, depicting a physical proportion to motivate the user. When not being used for analytical purposes, the product can be used as a mood light for ambient and accent lighting functions.

Exploded View

Final Design Proposal