Katsby Campus
PrototypeA stock market simulation game for elementary schoolers — designed twice, each version solving what the last couldn't.
- Role
- Solo Product Designer (Contract)
- Team
- Web Developer, Designer (Me), Content Editor
- Year
- Mar – Jun 2026
- Skills
- Project planning, UX research, End-to-end product design, Design systems, UI design
Long story short
I designed a new way to teach kids financial decision-making through play
As a contract solo designer at Katsby, I designed Katsby Campus end-to-end to create a classroom stock-market simulation for elementary schoolers.
Problem
Most kids meet money as something abstract, with no way to practice real decisions against a living market.
Strategy
A premium classroom program: mock investing on real market data, curriculum drawn from global economic media, and expert literacy reports that make each child’s thinking visible.
Impact
- Korea’s first youth financial-decision program
- Implemented in 5+ international schools and elementary schools in Korea
Overview
How to turn kids who ask to buy an iPhone into kids who want to buy stocks
Katsby Campus is a stock-market simulation for elementary schoolers. I designed it end-to-end as the solo product designer, twice — V1 for younger students, V2 a full redesign once real classrooms exposed what the first version couldn’t hold.
Problem
In an AI era, kids still need financial self-defense
From math to coding to AI, kids keep learning new tools, but not how to think strategically. What they need now is the ability to select the right information and communicate with clear logic.
Solution
What if elementary students learn finance through English class?
The first version proved the concept, but classroom use exposed three issues: a confusing buy/sell flow, a visual style that read as too childish for older kids, and portfolio data that was hard to reach when students needed it most.
V2 rebuilt the buy/sell flow into a clearer, more direct path, matured the visual language so it respected older students, and solved the data problem with a persistent side panel — portfolio status visible on every screen, never more than a glance away.
Campus dashboard
Campus dashboard
V2 trading surface with matured visuals and a persistent portfolio side panel — status never more than a glance away.
Core Flows
Making value make sense
Kids don't arrive with financial literacy, so 'company value' is abstract. I introduced a revenue metaphor that grounds the idea in something tangible, letting students intuitively feel why a company is worth more or less without a vocabulary lesson first.
Mini quiz
Mini quiz
A short check that connects classroom play to why a company is worth more or less — without a vocabulary lecture first.
Research
From login to landing page
Because it ships into real classrooms, the experience had to hold up from the very first second to the business case behind it. I designed the full surface area — the QR login flow, the waiting room, the unskippable onboarding, the team-based game loop, the reward systems, and the landing page that sells it.
Waiting room
Waiting room
Keeps the class synced before the game starts.
3-step onboarding
3-step onboarding
Unskippable modal that orients every student before play.
Team-based game loop
Team-based game loop
Collaborative rounds that mirror real market dynamics.
PlayBook
PlayBook
Curriculum spreads that ground each round in real economic media and key terms.
Round results
Round results
Post-round outcomes that make market moves visible to the whole class.

Learnings & Impact
What shipping twice into real classrooms taught me
Classroom reality beats the first brief
V1 proved the concept, but live classrooms exposed the real product. Designing again with that evidence — not assumptions — is what made V2 hold up for older students and tighter class periods.
Visual tone is an age decision
A cute visual language won younger kids and lost older ones. Maturing the UI without losing playfulness taught me that “for kids” is not one aesthetic — age bands need different respect.
Put critical data where decisions happen
Students needed portfolio status while deciding, not buried three taps away. The persistent side panel came from watching that friction — glanceable data as a design requirement, not a nice-to-have.
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