To The Moon!

UX DESIGN · DESIGN SYSTEMS · MOBILE APP DEVELOPMENT

DURATION

12 Weeks | Sep. - Dec. 2025


ROLE

Software Engineer

UX Designer

TEAM

3 Engineers & Designers

PERCEIVED IMPACT

Millions of young adults can use this mobile app to become financially literate and gain financial independence.

We're Flying to the Moon!

With a mission to make financial literacy feel less intimidating, To the Moon brings young adults into a space-themed world where they can experiment, learn, and invest in a realistic stock market simulation. No risk, just learning and growth.


As an engineer and designer on this academic project, I was actively involved in the research, design, and software implementation phases of the project. My responsibilities included designing and coding the dashboard and lesson pages, as well as defining the overall design system and incorporating necessary assets.

KEY FEATURES

Our Solution

01

Enabling Hands-On Practice


High-Achieving and Non-Attentive students need engaging ways to practice what they learn.

We implemented an interactive paper trading simulation, where users can buy and sell stocks in a zero-risk environment.

0`2

Removing Educational Barriers


Educators lack accessible effective ready-to-use financial education resources.

Our app incorporates a Lesson Library with interactive lessons where students can earn virtual money to use in the trading simulation.

03

Learn from Real-World Events


The stock market is unpredictable because it shifts in response to real-world events.

We added a news feature that notifies users of market events that impact stocks to help users make informed decisions inthe trading simulation.

DESIGN PROCESS

We identified a problem

Teens and Young Adults have barriers to financial education, while educators lack safe classroom-ready tools to support students.

MARKET INSIGHTS

Current finance apps don’t connect investing with learning.


In the platforms I analyzed, some apps offer powerful trading tools, while others focus on financial-literacy learning.

Each serves young users in different ways, but only on one side of the experience.

Competitive analysis of Educational Trading Apps

USERS

Before designing, we developed 4 personas for potential users.

Educator

"I want the best classroom experience for my students while teaching them useful skills for the real world, but I don't have accessible resources"


Attentive Student

"It will be hard, but I'll do what I can to make sure I don't fall behind my peers"

Lazy Student

"I just want to graduate and get out of here"


Independent Explorer

"I haven't thought about investing before, but it seems fun"

IDEATION

We explored many ideas and landed on features that cater to our user needs.

USER FLOW

Then, we defined the user experience.

HOW WE ENGINEERED THE APP

We used a UML Class Diagram to communicate how the software should be implemented.


The app was programmed in Flutter to save development efforts and enable one codebase to run since it is compatible on both Android and IOS.

UML Class Diagram

DESIGN SYSTEM

I created a design system to guide our visual language, and component behavior across the app.

NEXT STEPS

If we had more time, we would conduct research to validate our assumptions, run usability tests, and apply visual design principles to the individual lessons on the app.

FINAL DELIVERABLE

MARKET RESEARCH

To provide distinct value in the market, we focused on instant onboarding, zero-risk paper trading, and gamified learning to make financial education safe, engaging.

Market Analysis of Popular Finance Education Apps

LEARNINGS

1.

Design-First Development

Prioritizing user experience in the design phase ensured features were impactful and necessary before investing time into development of the app.

2.

Balancing Features for Multiple Personas

Designing for multiple personas requires careful tailoring of features to meet different needs without overcomplicating the experience.

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Open to New Opportunities!