Product Design

Claro pay start

Real banking autonomy with parental oversight that builds trust, not surveillance.

Year:

2022-2023

Industry:

Finance

Client:

Claro

Project duration:

10 months

Three screens of the Claro pay start app. The first is the onboarding that introduces the product, the second is the child account home with balance, daily yield and shortcuts for sending, requesting and adding money, Pix, mobile top-up and bill payment, and the third is the theme selection screen with options such as Gamer and Cartoon. An overlay card highlights 87% parental approval in user testing and 43% higher retention than market benchmarks.

Overview

In Brazil, 71% of young people lack financial education. Existing digital tools oversimplified or lacked depth, achieving only 12% retention after 30 days.

Claro pay start combines gamification with real banking (Pix, cards, accounts) to teach financial literacy across developmental stages, ages 4-17.

MY ROLE

Lead UX/UI Designer across research, strategy, content, and interface design.

Three screens of Claro pay start. The first is the account access screen with the product logo and the invitation to financial independence. The second is the app home, showing the activity list at 75%, the current gamification level, a saving tip and the wishlist. The third is the avatar selection screen with four illustrated options.

Context

THE LANDSCAPE

Making complex financial concepts comprehensible across ages 4-17 with different developmental stages.

  • Parents feared surveillance would damage trust yet needed oversight of real transactions

  • Gamification must teach, not trivialize financial concepts

  • Integrate Pix, cards, and accounts safely across all age groups

RESEARCH INSIGHTS

Research with 24 parents and 32 children/teens revealed three insights:

  1. Developmental gap matters. Children need immediate visual rewards and simple language. Teens need real autonomy and reject playful aesthetics. One-size-fits-all fails both.

  2. Trust requires transparency, not surveillance. Parents need gradual control as children mature, but constant monitoring damages family trust.

  3. Learning needs context. Users learn by doing, not through disconnected theory. Every transaction becomes a teaching moment.

Competitive analysis of children's financial products in Brazil. The top board compares fees, services, pros and cons across six apps. The bottom board is a feature matrix covering the same apps, with bar charts scoring education, security, investment, personalization, management and overall coverage.

The solution

STRATEGIC DECISIONS

Age-adaptive architecture. Distinct interfaces scale with developmental stages. Children get visual rewards and simplified language. Teens get direct controls and customization.

Progressive education system. Five age-adapted levels: Save → Set Goals → Invest → Avoid Waste → Share. Each level connects actionable challenges to real transactions.

Trust-based parental controls. Initial prototype sent push notifications for every transaction. Testing feedback: "This feels like spying." Pivoted to opt-in dashboard with transaction overview, not surveillance. Controls scale with child maturity.

Genuine rewards over empty badges. Claro ecosystem benefits (streaming vouchers, cloud storage, gaming discounts) reinforce education and create cross-sell opportunities.

CORE FEATURES

  • Pix flow with 4 visual options and educational tooltips

  • Goals with visual progress (illustrations fill as savings grow)

  • Parental dashboard: transaction history and spending insights

  • Dual challenges: active and historical achievements

MVP (MINIMUM VIABLE PRODUCT)

  • Onboarding with age verification and parental setup

  • Pix transfers with educational tooltips

  • First 2 educational levels with foundational challenges

  • Parental dashboard with transaction history

  • Goals with visual progress tracking

Four screens of the guardian area inside the Claro pay app. The first confirms the dependent registration and offers to release or block access. The second lists the guardian controls: enabled products, limits, cards, activity list, allowance, statement and alerts. The third shows toggles enabling Pix, withdrawal, top-ups and bill payment, with a note that credit products stay in the guardian's name. The fourth shows the chore list with the bonus assigned to each task.
Four screens of the young user's flows in Claro pay start. The first is the Pix hub, with sending, receiving and key management options. The second is the request money flow, where the user asks the guardian for an amount using preset shortcuts. The third is the education area with four progressive levels, the later ones locked. The fourth opens one level into its lessons and closing quiz.

Key Learnings

Education cannot be cosmetic. Badge systems felt hollow in testing. Users valued challenges only when tied to genuine content and tangible benefits. Gamification without substance backfires."

Parents want oversight, not surveillance. Constant notifications felt invasive. Opt-in dashboard increased trust and acceptance without children feeling watched.

Language shapes financial stigma. Microcopy testing: "Ask for money" outperformed "Request allowance" 2x (less formal). "Your money is growing" beat "150% CDI yield" by prioritizing comprehension over technical accuracy.

Narrative transforms gamification. "Make 5 Pix transfers" had low completion. Reframed as "Social network fan: share 1 achievement" increased completion 38%.

Adaptation scales with maturity. Treating 4-year-olds and 17-year-olds identically fails both. Success required adaptive language, progressive complexity, and personalization giving teens interface control.

Four screens of the activities and wishlist features in Claro pay start. The first shows the chore list at 75%, with the bonus for each task and the days remaining. The second shows the completion state celebrating 100% of the activities. The third is the wishlist entry, where the user registers a desired item, its price and the share of income to set aside. The fourth shows the balance detail, listing recent transactions and how much of each was saved toward the goal.
Four screens of the rewards system in Claro pay start. The first shows challenges and achievements at level 1, with progress toward the next level and three challenges tied to real transactions. The second and third show the prizes and benefits unlocked at each level, drawn from the Claro ecosystem. The fourth lists the active subscriptions the user has earned.

Expected Outcomes

QUANTITATIVE IMPACT (Internal Testing + Pilot)

  • 87% parental approval on controls and transparency (target: 75%)

  • 43% increase in 60-day retention vs. 12% market average

  • 5.2 challenges completed per active user in first month

  • 72% reached Level 2 within 45 days (expected: 50%)

  • 89% satisfaction on Pix transaction usability

  • NPS 4.6/5 among young users vs. 3.8 market average

BUSINESS IMPACT

Positioned Claro as Brazil's educational fintech pioneer, driving 23% parent conversion to full accounts. First Brazilian solution combining gamification, real banking, education, and parental supervision.

BEHAVIORAL CHANGE

Parents reported unprompted questions about interest rates and investment. 31% reduction in blocked transactions showed users learning limits, not testing boundaries.