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Kit

I undertook a project focused on improving the user interface of Kit by Commonwealth Bank, with the goal of helping parents encourage their children to be more physically active. Through extensive research and market analysis, I refined my concept and identified the key features required to address my problem statement effectively.

TOOLS

Figma

FIGMA LINK

PROBLEM

Children are becoming less active and this is leading to health problems that can effect them detrimentally in the future. How can the utilisation of incentives as a motivational tool encourage children to engage in more physical activity.

GOALS

The goal is to discover ways to motivate children, making them more inclined to complete tasks that promote good physical health.

CHALLENGES

The challenges faced involved determining whether the incentives were ethical, particularly given the young age of the children.

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Final Design

After conducting extensive market and primary research, I identified key features to encourage children to be more physically active. While Kit originally focused solely on using chores to help children earn money, I aimed to find an alternative approach that would allow children to save money while also promoting their health.

My goal was to ethically motivate children by leveraging incentives and sibling rivalry to increase engagement.

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Friend Feature

View leaderboard of who has accumulated the most points from chores and physical activity.

Key Features

A leaderboard widget has been integrated into the original design of the Kit home page. Children can see the top three rankings and their own position directly on the widget, with the option to click and view the full leaderboard on a separate page.

Physical Activity Tracker

Link to other physical activity apps to track and verify your completed exercises.

Key Features

Children can connect any fitness app they use to verify their completed activities. This feature was integrated into the Earn page for a seamless experience, without the need for additional screens.

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01

Encourages children to be more physically active by providing motivation and incentives.

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Problems Solved

Kit Home Page - Original

Kit Earn Page - Original

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H1 Noto Looped Thai - Extra Bold 33px

Design System

Kit's brand guide, developed by Nathan Barry, was used to ensure that the brand identity was reflected in my designs, maintaining consistency and a cohesive flow across all elements.

Logo

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Typograhy

The typography in my designs differed, as the typeface was custom created for the app, and I didn't have access to it.

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H2 Noto Looped Thai - Medium 18px

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H3 Noto Looped Thai - Semi Bold 16px

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Body Noto Looped Thai - Medium 13px

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Colour Palette

KIT BRIGHT BLUE

RGB 68 / 177 / 255

HEX #44B1FF

SOFT BLACK

RGB 30 / 30 / 30

HEX #1E1E1E

WARM WHITE

RGB 242 / 239 / 233

HEX #F2EFE9

LIGHT BLUE

RGB 162 / 209 / 241

HEX #A2D1F1

DARK BLUE

RGB 20 / 66 / 100

HEX #144264

  • Establishing a routine of engaging in soccer instead of spending extended periods on his PlayStation.

  • Finding more ways to play soccer with his friends.

User Personas

Blake, 13

Goals

Frustrations

  • Blake has started to gain weight due to his inactivity.

  • He likes playing soccer but doesn’t live close to his friends.

  • He perceives a lack of time for physical activity and requires assistance in finding suitable time slots for it.

  • Encourage physical activity more to her child.

  • Get her child going on walks or hikes.

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Amanda, 41

Goals

Frustrations

  • Doesn’t know how to motivate her child to be physically active since she is only interested in movies and fashion.

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THE PROCESS

Research

The initial research guided me in exploring potential solutions to effectively promote physical activity among young children.

Questionnaire

A questionnaire was distributed on Reddit to effectively reach my target audience, resulting in a total of 9 responses.

Key Takeaways

  • Factors

Respondents highlighted two key factors affecting children's physical activity: excessive screen time due to technology and the influence of household habits, where children mimic their parents' behaviour. Since changing parental habits can be difficult, the focus should be on finding child-centred solutions to reduce screen time and increase physical activity.

  • Incentives

Most participants noted that incentives might be ineffective, as they could make children view physical activity as a chore rather than something enjoyable. One participant even likened incentives to bribery, suggesting they don't build lasting habits. However, incentives can still help children discover a genuine enjoyment for physical activity, potentially leading to positive habit formation.

  • Motivations

Using money as a motivator for children's physical activity is seen as a short-term fix. Most participants felt that children shouldn't need financial incentives to be active; instead, parents should lead by example. While parental influence is important, it may not work for everyone. The ideal approach would be to shift from relying on money to building long-term habits where financial rewards are unnecessary.

  • Ethics

A key concern was the ethics of using money as a motivator. Participants suggested alternative rewards, like sports equipment or toys children can save up for, which can be more effective. This approach not only encourages physical activity but also teaches children the value of saving money, a useful financial skill for the future. Since this feature is already part of Kit, it integrates seamlessly with the product.

Market Analysis

An in depth market analysis was conducted to help me identify what existing products are lacking and how I can position Kit to be more competitive. This will aid in generating ideas that address the gaps in the market and enhance features that the competitors already poses. Four companies were analysed to ensure a broad range of insights.

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Spriggy

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MyMonii

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FamZoo

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Greenlight

In summary, the market analysis exposed a common deficiency among pocket money apps—they lack diverse methods for children to earn money. Introducing physical activity as a rewarding option not only enhances children's health but also positions Kit as a distinctive player among its competitors. Notably, one competitor employed a strategy of incorporating both rewards and penalties to instill accountability in children for tasks, eliminating the need for parental pressure to keep them on track.

Findings

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Iterations

The design process was completed in four stages leading up to the final result. This involved converting sketches into wireframes and then refining the interfaces using Figma.

  • STAGE 1:

I reviewed the original design to determine how to seamlessly integrate my feature.

  • STAGE 2:

I converted my sketches into wireframes in Figma to better visualise my ideas.

  • STAGE 3:

I transformed my wireframe into a high-fidelity interface to visualise its integration into Kit. However, I wasn’t satisfied with the result, so I decided to make some adjustments.

  • STAGE 4:

I improved my interface by integrating Kit's widget feature on the home page, rather than simply adding the leaderboard as a side panel.

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