Elena Raro
28eebefb1e71359e4fdd45fbd66bd708

CLIENT

Financial Times / Infosys / Apple

DATE

September 2024

ROLE

Lead UX Designer

RESPONSABILTIES

Research, Class Narrative, UX Design, Wireframing, Prototyping, User Testing

The FT Money Machine

Brief:

“The Money Machine” is a B2C project developed for The Financial Times, designed to bring Bill Phillips’ iconic invention, the MONIAC, into the modern era.

This 75-year-old hydraulic analogue computer, which simulates the UK economy, has fascinated economists for decades. Originally used as a teaching tool in Phillips’ classes, it allowed students to test their economic theories in real-time. However, with only 14 machines ever built and just three still functional today, access to the MONIAC remains a rare privilege.

This project aims to democratize that experience, using VR technology to make this historic tool accessible to anyone with an interest in economics.

FT’s article can be found here.

App can be found in the Apple Store.





Design Process

1. Empathize

User Research

Conceptualization

 2. Ideate & Design

User Journey

Narrative Development

Game Design

Wireframing

3. User testing & Iteration

User Testing

Design Iteration

 

 4. Deliver

Prototype development




My Role

1. Empathize

Conceptualization

Our research started with the original MONIAC at the University of Cambridge, restored by Professor Allan McRobie. McRobie, both impressed and puzzled by Phillips’ design, has been a key collaborator since the project began. Our Wongdoody team completed a photogrammetry and LiDAR scan, recorded the machine’s original sounds, and gathered vital insights from McRobie to ensure our digital twin captured every essential detail.

User research

The second part of our research involved engaging directly with Cambridge students, asking them what they felt was missing from their economic studies, how the subject could be made more engaging, and what key concepts they wanted to better understand. Unsurprisingly, many found it challenging to fully visualize economic theory—something we were excited to address with our solution!





VR Benefits

+40%

Knowledge retention rates

+30%

Focus attention

+25%

Student engagement in classrooms

+20%

Test scores

 

+79%

Collaboration skills

2. Ideate & Design

User Journey

The app is designed as an educational tool focused on the machine, with the following user flow:

  1. Upon opening the app, the user chooses where to place the machine.
  2. Once placed, the app prompts the user to take a tutorial (referred to as a “tour”).
  3. If the user selects the tour, they enter “Tour Mode” to learn how to interact with the machine, with minimal economic instruction and a brief history.
  4. After completing or skipping the tour, the user is directed to “Free Play Mode”, the core experience for full interaction with the machine.
  5. In Free Play Mode, users can access “Classroom Mode” for structured lessons in economics, with two class types: guided (with a virtual teacher) or unguided (solving problems through trial and error).

In an earlier version of the flow, there was a ‘home’ mode where users could access all options, including Free Play Mode. However, we discovered this setup reduced the likelihood of users engaging with Free Play

Narrative Development

Crafting the narrative was a significant challenge, as it needed to align with the first-year economics curriculum while being seamlessly integrated into the machine’s mechanics.

To help users grasp the complexity of the machine, we developed a teacher persona inspired by Bill Phillips. This voiceover character guides users, offering insights and a bit of humor along the way.

The final narrative was a joint effort between our team, the Financial Times and Cambridge economics professors.

Given the young age of the students, it was crucial to implement mechanics that sparked curiosity and encouraged exploration of the machine. While maintaining the overall academic tone, as requested by the Financial Times, we seamlessly incorporated gamification strategies to engage users. Hidden Easter eggs, ‘break the machine’ mechanics, humorous voiceover anecdotes, and dynamic visual and sound effects were among the interactive elements designed to captivate and motivate users.

Wireframing

 

The wireframe structure remained consistent throughout the app. A narrative window with brief written explanation would appear first, followed by an action window below with instructions. In both the tutorial and guided lessons, the machine highlights the parts the user needs to interact with, making it easier for inexperienced users to understand. This is all supported by a voiceover that provides extra information.

The window design maintained a minimalist aesthetic, seamlessly blending Apple’s and the Financial Times’ branding.

3. User Testing & Itineration

The app was tested and launched at the London School of Economics, where both students and teachers had the opportunity to experience it firsthand.

4. Deliver

 

In summary, the app was designed as an educational tool focused on Bill Phillips’ MONIAC machine, combining academic content with interactive gamification to engage first-year economics students. With a teacher persona, voiceovers, and visual cues to guide users, it ensures an accessible experience for beginners. After collaboration with the Financial Times and Cambridge professors, the app was tested and successfully launched at the London School of Economics, offering a dynamic learning experience for students and teachers alike.