Aimee

Aimee | UX Designer | Frontend Developer

Client Project · MentaMorph Inc · 2025

MentaMorph

A financial literacy game that builds money management skills through resilience-enhancing, play-based learning for teens.

UX Case StudyFigmaWireframingPrototyping
My Role
UX Researcher → Research Coordinator
Project Duration
May 2025 – July 2025
Riipen Team
UX Design Lead
Kenisha Griggs
UX Design
Kaira Mellix
UI Design
Terrence Green
UX Research Coordinator
Aimee Van den broeke
Usability Testing
Raymond Chelf
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The challenge & the goal

⚠ The Problem

Users had difficulty understanding key moments in the game due to a lack of clear indicators and contextual information. They couldn't easily tell when a round ended, financial terms were left undefined, and screen transitions felt clunky and frustrating.

⭐ The Goal

Enhance educational clarity and gameplay flow by incorporating accessible definitions for key financial literacy terms and streamlining screen transitions — fostering an engaging experience that supports long-term financial learning and resilience among teens.

⏲ The Constraint

Thirty hours, three months, five people, and a live client. I worked alongside a design lead, two designers, and a usability tester, with weekly client check-ins keeping scope honest. We were the UX/UI design team; the build was never in our scope. The audience raised the bar further: our primary user is twelve years old, so every term and every screen had to survive a seventh-grade reading level.


Who we designed for

M
Mateo — The Student
Age 12 · 7th Grade · Austin, TX

"I want to save up for a gaming console, but I always spend my allowance too fast."

  • Set and stick to a budget
  • Understand income, expenses, assets & liabilities
  • Build resilience for unexpected costs
J
Jennifer — The Parent
Age 40 · Full-time worker · Parent of two

"I want my kids to be money smart, but explaining it in a simple way is hard."

  • Help Mateo make sound financial decisions
  • Make financial topics part of regular family life
  • Promote long-term financial resilience

Key pain points

1
Confusing Terminology

Financial terms left users confused — plain language was needed throughout.

2
Unclear Information

Limited explanations made financial literacy hard to understand and apply.

3
Low Engagement

Text-heavy, passive content caused users to lose interest quickly.


Before & after our design changes

Before Changes
1Players did not find starting the game intuitive.
2Players unanimously recommended more instruction and descriptions.
3Players were on average, neutral on whether the game effectively taught financial concepts.
After Changes
1Info buttons for financial terms led to higher understanding ratings.
2Redesigned UI with pop-ups and tutorials increased comprehension of gameplay mechanics.
3Adding feedback to player choices created higher overall satisfaction ratings.

What I actually did

I was brought on as the UX Researcher. I built the competitive audit from scratch and developed the personas the team designed against — Mateo and his mother, Jennifer. I recruited our usability study participants and ran the sessions, editing the study protocols Raymond drafted before they went in front of real users.

Research wasn't the only thing I touched. We all designed in the shared Figma file, and I contributed screens alongside the rest of the team.

I was second chair in the weekly client meetings and led them whenever our design lead couldn't attend. Partway through the project the team moved me from Researcher to Research Coordinator — the work I had drifted into was keeping five people pointed in the same direction, and the title caught up with it.

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What changed

We delivered two things to the client: a redesign and the research findings behind it. The redesign added pop-up definitions for the financial terms, in-game tutorials, and a clear signal for the end of a round. When we tested those revised designs, comprehension of the gameplay mechanics improved and satisfaction ratings went up.

Near the end I realized the team hadn't worked with a design system before — components and sticker sheets were unfamiliar territory. So I built ours out and ran a short training to get everyone using it. They kept working that way after the project wrapped, which is the change I'm proudest of: it outlasted me.


Interested in this work?

Reach out to learn more about the process, see the full prototype, or discuss opportunities.

© 2026 Aimee Van den broeke · MentaMorph UX Case Study