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Abstract

Financial decision-making is critical to adult autonomy, yet many adults with Down syndrome (AwDS) have limited opportunities or support to develop money management skills, often receiving allowances while caregivers oversee financial obligations. To better understand the experiences AwDS have with budgeting and their support preferences, we designed and prototyped three cash based budgeting technology probes: a gamified tablet application, a tablet-based augmented reality application, and a custom tangible device. Seven AwDS used all three prototypes to complete simplified money management tasks. Across probes, modality tradeoffs shaped engagement and checking: gamification increased interest but encouraged rushing; AR reduced arithmetic but encouraged users to trust the system's output and skip verification; tangible controls supported participation yet introduced coordination challenges. Error recovery relied on brief, situated prompts linking screen and cash, shaped by prior budgeting/technology experience. These findings point to three design implications: (1) surface budgeting as a stimulating multi-goal puzzle, not just a sequence of steps; (2) design error recovery that connects screen state and real money; (3) support interdependent use without collapsing autonomy.Managing money is important for adult independence, but many adults with Down syndrome have limited chances to practice. We built three budgeting tools and had seven adults with Down syndrome try all three: a tablet game, an app that uses a camera to help with real money, and a hands-on device with physical controls. Each tool had tradeoffs — the game was fun but made people rush; the camera app reduced math errors but led people to skip checking their work; the physical device was engaging but tricky to coordinate. Based on what we learned, we suggest three design principles for future budgeting tools.

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