Case study 05 · CommBank Start Smart · 2016–17

The Teleporter Adventures

A self-pitched VR storybook that took financial literacy to the kids who needed it most, across metropolitan, regional and remote Australia.

100,000 kids reached93% learning outcomesD&AD Wood Pencil
Position
Brand Marketing Manager, CommBank Jun 2014 – Nov 2016
Scope
Creative conceptBrand strategyIntegrated deliveryProduct & publishing craft
Category
B2C banking and education
With
M&C Saatchi · Ursula Dubosarsky · FIN Sydney
01

The challenge

CommBank's Start Smart program was one of the most genuinely valuable things the bank did: free financial literacy education from primary school through to high school. But it depended entirely on a facilitator physically visiting each school, which meant regional and rural kids consistently missed out. That gap was both a social problem and a strategic opportunity.

Google Cardboard had just launched, and nobody in financial services had touched it. I brought a pitch to the general manager through CommBank's internal innovation program: use VR to take Start Smart directly into any classroom in Australia, facilitator not required. It got funded before a single line of code was written.

A child inside The Teleporter Adventures VR experience

Inside the Teleporter: the reward moment, engineered into the lesson.

02

The role

1

Pitch winner

Conceived the idea, built the business case and secured funding from scratch through the internal innovation program.

2

Creative strategy

Led creative strategy from insight to execution: Sammy the Space Koala, an original storybook by Ursula Dubosarsky, and VR worlds designed by FIN Sydney.

3

Product and campaign

Shaped the VR experience through testing with teachers, paediatricians and kids, then delivered the integrated launch across video, social and paid media.

03

The work

Working with M&C Saatchi, the original seed grew into an original VR storybook. At three points in the story a yellow Teleporter vortex appeared on the page, a cue kids immediately understood: pick up the headset. They stepped into interactive VR games that brought the lesson to life, like choosing between needs and wants while renting a hover buggy on Planet Eek.

The structure was grounded in educational research. Kids lose concentration in sustained sessions, so the Teleporter was deliberately designed as a reward, breaking the program into manageable segments and re-engaging attention at exactly the right moments. The physical kit sent to schools was produced to the same standard as the experience inside it.

The Sammy the Space Koala storybook: spreads designed to move between 2D page and 3D VR.
The Sammy the Space Koala storybook: spreads designed to move between 2D page and 3D VR.
The Teleporter kit: headset, storybook and packaging, produced to a craft standard.
The Teleporter kit: headset, storybook and packaging, produced to a craft standard.
In classrooms: the program in use.
In classrooms: the program in use.
At home: families reading and exploring together.
At home: families reading and exploring together.
04

The results

100,000
kids reached across metropolitan, regional and remote Australia
93%
could identify a need vs a want after one session, with 11 minutes average in-app
D&AD
Wood Pencil, Branded Content and Entertainment, plus 5 stars on both app stores

“My child learnt more from 10 minutes in space than 6 years on Earth.” · Parent