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.

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

01

Pitch winner

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

02

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.

03

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