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Accessibility Evaluation of Financial Literacy Game

Student Work, The University of Texas at Austin, 2022

In response to a lack of financial education within schools across the globe, Robert Kiyosaki, the author of best-selling book Rich Dad Poor Dad, created Cashflow® in 1996 with the mission of "bringing financial education to people all over the world." Cashflow® is a board game that teaches financial literacy framed as "getting out of the rat race" and is available as a physical board game and an online game. However, an accessibility analysis reveals several issues that would limit usability by various groups. I make recommendations for solutions, approaches, and how team members could collaborate. 

Keywords: Accessible UX ● Comparative Analysis ● Game Design ● Financial Literacy

 

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Context

A few key points

01

Project overview

The goal of this report is to reveal accessibility issues with both the online and physical board game versions of Cashflow, a financial education game created by Robert Kiyosaki, author of Rich Dad Poor Dad. I completed the evaluation independently over the course of three days. The assessment was conducted through visual analysis only and no special accessibility tools were used.

03

Stakeholders

Stakeholders include the creators of the game (both versions), the current and potential users of the game, myself, and because this was a class assignment, my professor.

05

The team

UX Researcher (me)

02

Necessity

According the the World Health Organization, "an estimated 1.3 billion people experience significant disability. This represents 16% of the world's population, or 1 in 6 of us." People with disabilities are often not considered during product design. The mission of Cashflow is "to elevate the financial well-being of humanity." Humanity includes people with disabilities. If those people are not able to use the product, the mission falls short, a large number of people miss out on the value of the product, and the business misses out on customers.

04

My role

As the sole UX researcher, my role was to select the items to be evaluated, define my reasoning, conduct and document the evaluation, produce a report with recommendations, and draw my own conclusions.

06

Skills used

Cognitive walkthrough

UX evaluation

UX design

Report design

Figma

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