Upsie: a mobile app on financial education for teenagers

Detalhes bibliográficos
Autor(a) principal: Monteiro, Catarina Alexandra Félix
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/35308
Resumo: Teenagers live in a world surrounded by technological devices that are constantly connected to the Internet. They are born instinctively knowing how to use these devices and quickly cannot live without them. This constant online presence and open access to social media full of advertisement campaigns, encourage consumerist behaviors at an increasingly early age. However, teenagers often do not know how to manage money or have a critical opinion on their consuming habits. This problem motivated a research project with the goal of creating an educational and serious mobile app, using gamification elements, to help teenagers manage their financial expenses, as well as educating their consuming habits towards more conscious and informed decisions. Upsie is a mobile app that can be used on a daily basis, and where gamification elements are used to generate more engagement in users. From user interviews to interface design and usability testing, the entire process of creating the app is covered, until reaching a final interactive prototype.
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spelling Upsie: a mobile app on financial education for teenagersMobile AppTeenagersFinancial educationUtilityGamificationUX/UI DesignTeenagers live in a world surrounded by technological devices that are constantly connected to the Internet. They are born instinctively knowing how to use these devices and quickly cannot live without them. This constant online presence and open access to social media full of advertisement campaigns, encourage consumerist behaviors at an increasingly early age. However, teenagers often do not know how to manage money or have a critical opinion on their consuming habits. This problem motivated a research project with the goal of creating an educational and serious mobile app, using gamification elements, to help teenagers manage their financial expenses, as well as educating their consuming habits towards more conscious and informed decisions. Upsie is a mobile app that can be used on a daily basis, and where gamification elements are used to generate more engagement in users. From user interviews to interface design and usability testing, the entire process of creating the app is covered, until reaching a final interactive prototype.Os adolescentes vivem rodeados de dispositivos tecnológicos que estão constantemente ligados à Internet. Os jovens nascem a saber como usar estes dispositivos quase instintivamente e rapidamente não conseguem viver sem eles. A constante presença online e o acesso a redes sociais repletas de campanhas publicitárias, estimulam comportamentos consumistas numa idade cada vez mais precoce. No entanto, os adolescentes muitas vezes não sabem como gerir o seu dinheiro ou não têm uma opinião crítica sobre os seus hábitos de consumo. Esta questão motivou um projeto de investigação com o objetivo de criar uma aplicação de telemóvel séria e educativa que ajuda os adolescentes a gerir as suas despesas financeiras, para além de educar os seus hábitos de consumo, promovendo decisões mais conscientes e informadas. Upsie é uma aplicação que pode ser usada no dia-a-dia, e onde os elementos de gamificação vêm gerar mais motivação nos utilizadores. Desde entrevistas a utilizadores, até ao desenho da interface, passando pela realização de testes de usabilidade, todo o processo de desenvolvimento desta app é apresentado, até chegar ao protótipo interativo final.Lima, Edirlei Soares deSantos, João Rodrigues dosRepositório ComumMonteiro, Catarina Alexandra Félix2021-02-09T17:34:21Z2020-122020-12-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.26/35308TID:202629090enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-30T16:00:28Zoai:comum.rcaap.pt:10400.26/35308Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:13:32.688150Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Upsie: a mobile app on financial education for teenagers
title Upsie: a mobile app on financial education for teenagers
spellingShingle Upsie: a mobile app on financial education for teenagers
Monteiro, Catarina Alexandra Félix
Mobile App
Teenagers
Financial education
Utility
Gamification
UX/UI Design
title_short Upsie: a mobile app on financial education for teenagers
title_full Upsie: a mobile app on financial education for teenagers
title_fullStr Upsie: a mobile app on financial education for teenagers
title_full_unstemmed Upsie: a mobile app on financial education for teenagers
title_sort Upsie: a mobile app on financial education for teenagers
author Monteiro, Catarina Alexandra Félix
author_facet Monteiro, Catarina Alexandra Félix
author_role author
dc.contributor.none.fl_str_mv Lima, Edirlei Soares de
Santos, João Rodrigues dos
Repositório Comum
dc.contributor.author.fl_str_mv Monteiro, Catarina Alexandra Félix
dc.subject.por.fl_str_mv Mobile App
Teenagers
Financial education
Utility
Gamification
UX/UI Design
topic Mobile App
Teenagers
Financial education
Utility
Gamification
UX/UI Design
description Teenagers live in a world surrounded by technological devices that are constantly connected to the Internet. They are born instinctively knowing how to use these devices and quickly cannot live without them. This constant online presence and open access to social media full of advertisement campaigns, encourage consumerist behaviors at an increasingly early age. However, teenagers often do not know how to manage money or have a critical opinion on their consuming habits. This problem motivated a research project with the goal of creating an educational and serious mobile app, using gamification elements, to help teenagers manage their financial expenses, as well as educating their consuming habits towards more conscious and informed decisions. Upsie is a mobile app that can be used on a daily basis, and where gamification elements are used to generate more engagement in users. From user interviews to interface design and usability testing, the entire process of creating the app is covered, until reaching a final interactive prototype.
publishDate 2020
dc.date.none.fl_str_mv 2020-12
2020-12-01T00:00:00Z
2021-02-09T17:34:21Z
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dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.26/35308
TID:202629090
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