

- Location
- Austin, Texas, United States
- Bio
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Susan Meredith is the inventor of MentaMorph Money, a financial game and workshops to “mentally morph millions of mindsets about money,” a learn by doing, trial and error, practice makes perfect financial education experience. It provides numerous business and personal scenarios to practice financial decisions where it isn’t costly.
She co-founded Go Green Squads, an energy efficiency provider for single family, multifamily and commercial properties which they sold in 2015 and it is still doing the good work for the environment. She is the author of the award-winning book “Beyond Light Bulbs: Lighting the Way to Smarter Energy Management."
Susan previously founded HumanExcel, a corporate education firm specializing in educational experiences for Fortune 100 companies, nonprofits, and government agencies. Her specialty was business process development and improvement.
She has an MBA from University of Texas and a BS in Engineering from University of Illinois in Champaign-Urbana.
- Companies
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Austin, Texas, United States
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- Categories
- Product or service launch Marketing strategy Education
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Recent projects

ClassLink LMS Integration for MentaMorph
MentaMorph seeks to enhance its educational offerings by integrating its game and curriculum with the ClassLink Learning Management System (LMS). The goal of this project is to streamline the distribution process, allowing educators and students to easily access MentaMorph's resources through ClassLink. This integration will improve user experience by providing a seamless transition between the LMS and MentaMorph's educational tools. The project involves understanding the technical requirements of ClassLink, configuring MentaMorph's content for compatibility, and ensuring that all features function correctly within the LMS environment. By completing this project, learners will apply their knowledge of software integration, user experience design, and educational technology.

UI/UX Redesign for Financial Literacy Game
This project combines user-centered design and marketing strategy to improve the interface of the MentaMorph financial literacy game – specifically focused on business clientele. Learners will focus on two key deliverables: (1) improving the usability and design of the game’s interface using Figma and (2) adding commercial/business specific skins to the existing financial wellness courses.

School Outreach Marketing Plan for MentaMorph
MentaMorph, a company specializing in financial education games, aims to expand its reach into the educational sector by developing a targeted marketing plan for schools. The project involves understanding the unique needs and challenges of schools in adopting educational games, identifying key decision-makers, and crafting a compelling value proposition. There are newly 26 states that require a credit in financial education for high school graduation. The goal is to create a strategic marketing plan that effectively communicates the unique benefits of MentaMorph's game-based learning to educators and school administrators. The project will require research into current educational trends, competitor analysis, and the development of marketing strategies that align with school curricula and educational goals. By focusing on schools, MentaMorph seeks to enhance financial literacy among students and establish long-term partnerships with educational institutions.

Marketing for MentaMorph Educators Program for Game-based Learning
MentaMorph is seeking to enhance its outreach and engagement with educators by promoting its innovative Educators Program for Game-based and Active Learning. The project aims to develop a comprehensive marketing strategy that targets teachers interested in integrating interactive learning methods into their curriculum. The goal is to increase awareness and adoption of the MentaMorph Money Educators Program and the MentaMorph Money Game among educational professionals. Learners will analyze current marketing trends, identify key target demographics, and propose effective marketing channels. The project will also involve creating engaging content that highlights the benefits of the game in fostering active learning environments. By the end of the project, learners will have crafted a strategic marketing plan that aligns with MentaMorph's objectives and resonates with the teaching community.