Fast Money Interactive Prototype Group:!Xobile Mu-Qing Jing Geoffrey Lee Perry Lee Shaharyar Muzaffar Bing Wang.

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Presentation transcript:

Fast Money Interactive Prototype Group:!Xobile Mu-Qing Jing Geoffrey Lee Perry Lee Shaharyar Muzaffar Bing Wang

Overview Fast paced game Raise players’ awareness of retirement options The goal of the game is to maximize one’s money. Game play includes: ▫ purchase various investment accounts ▫ transfer money between accounts Games are short (< 15 minutes).

Overall Problem A large number of Americans do not prepare (or are unprepared) for retirement ▫No retirement planning at all ▫Placing majority of liquid asset in checking and savings account which generate little to none in interest ▫Blindly listen to financial advisors ▫Do not have a clear understanding of retirement options

Overall Goals Raise players’ awareness regarding different investment options Teach players the larger picture rather than focus on the specifics (e.g., what do you look for in a “good” stock?) Show players the impact of the Federal Reserve interest rate on the various investment options

Representative Tasks In ascending difficulty: ▫Creating an (investment) account ▫Rearranging the position of an account ▫Moving money from one account to another Demo link:

Overall UI Ideas The game window ▫Divided into main window and purchase bar ▫Purchase bar located on the bottom of the screen Drawing upon players’ past experiences. ▫Drag-and-drop ▫Single-click or double-click ▫Keyboard shortcuts (i.e. Escape key)

Overall UI Ideas (cont.) Visual cues used to help user complete tasks ▫Labels and tool tips (i.e. purchase bar labels) ▫Different mouse cursor types (i.e. directional arrows) ▫Coloring schemes (i.e. changes in amount of money)

What did we learn from the lo-fi prototype? Users had the most trouble purchasing accounts ▫Mistook the game areas  Where is the purchase area?  Where is the main window ▫Unsure how to purchase an account  Do I single-click, double-click, drag- and-drop? Unsure how to use the slider bar ▫Can I press the escape key to cancel? ▫Do I single-click or double-click to transfer the money?

How did we address these design issues? Added visual cues when appropriate ▫Added label to the purchase bar ▫Use tool tips  Give user appropriate help when needed Use familiar input methods ▫Double click to purchase account ▫Use escape key to cancel operation

Summary Fast Money is a fast-paced game that raises players’ awareness of the different types of retirement options We tried to draw upon player’s past experiences as much as possible (e.g., the windows analogy, single-click, double-click)

Thank You! Q & A