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Project Summary

It's great that technology hasn't completely taken over the publishing industry, unlike retail. However, we should aim to use technology to improve the publishing industry and e-learning without replacing printed books entirely. This application aims to enhance the reading and learning experience, by leveraging UX/UI design and AI to revolutionize the book industry and improve the reading experience.​

Goals

Improving the user experience of reading using UI/AI to transform the book industry to better support readers

Project Duration

April 2023 - August 2023

My Roles & Responsibilities

I conducted a thorough exploration, encompassing literature review, user research, and competitive analysis, to comprehensively understand the context of the problem. Subsequently, I transformed these insights into user experience (UX) deliverables, developing wireframes and prototypes. Both generative and evaluative methods were employed to ensure the success of the project.

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User Research

The project adopted a quantitative approach, using structured interviews and online questionnaires to collect user information as primary data from 137 participants. It focuses on gathering information about what users would want in a book application and their attitude towards reading platforms and applications.

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Notable Comments from User Survey

  • Ebooks just increases screen time and it’s easy to switch through apps.

  • It’s a lot more convenient to shop for books online.

  • Reading by electronic devices such as phones or iPad distracts me when there are messages/ notifications popping up.

  • It’s easier for me to annotate and find them back.I prefer to shop online as I can browse any type of book easily and see the readers’ ratings, and also see suggestions that are similar to the book I search for.

  • Usually when I purchase a book it is a spontaneous decision after entering the book store I dont really shop for books online unless I can get them cheaper,

Interviews & User Personas

Three individual interviews were conducted where the participants were within the age range of 21-27, who came from different backgrounds. Although our primary emphasis was on gaining a deeper understanding of their requirements, objectives, and challenges in their reading experience, the various viewpoints they brought forth yielded a variety of valuable insights. Two personas were created based on these interviews where they represent users that the application wants to offer a positive reading experience for.

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Competitive Analysis

It is essential to perform a competitive analysis on currently available applications with similar objectives. This analysis aims to identify which features from these existing applications can be incorporated into our application.

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Color Palette

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Typography

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Heading 1 - Audiowide
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Heading 3 - Faustina
Body Text - Montserrat

Lo-fi Wireframes

By referring to the data from the user research and competitive analysis above, wireframes for testing the functionality rather than the visual design are then developed through paper sketches to provide a rough visual representation of the design idea.

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Main Features

Below are some of the main features that the application offers to increase their reading experience by referring to findings from user research and competitive analysis.

Your Library

  • Consisted of five separate shelves, which makes organisation of books easier for users

  • It's common for readers to stop reading a book after purchasing and therefore, the discarded shelf is added to filter out these types of books

  • A section dedicated for user's latest read book and their reading progress serves as a memory aid

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Time Tracking [Points Rewards System]

  • Users get easily distracted when using reading apps, resulting in frequent app switching. 

  • Through rewards, gamification is implemented to help users maintain consistent reading habits and decrease the tendency to switch to other apps, promoting a more concentrated reading experience.

  • Users earn 20 points for each hour they spend reading. When they reach every 50 points, various customization options become accessible. Users are rewarded with a 25% discount coupon code when they reach 250 points.

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Customisation

  • Enhances accessibility for users with specific needs. For example, individuals with visual impairments may need larger fonts or high-contrast colours

  • Allows users to tailor the reading experience to their preferences, making it more enjoyable and comfortable

  • Readers often switch between daytime and nighttime reading, and customisation lets them adapt the interface to different lighting conditions.

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Dictionary & Translation

  • Improves the reading experience by offering users all-encompassing language assistance in one app, eliminating the necessity for a standalone dictionary tool.

  • Allows users to quickly look up the meaning of unfamiliar words or phrases while reading, reducing interruptions and improving comprehension.

  • Content written in different languages accessible to a wider audience, promoting inclusivity and breaking down language barriers.

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Character Recalls

  • Users struggle to remember characters and their roles when reading

  • Supplies in-depth character information, encompassing their story role, interactions with other characters, and every mention throughout the book.

  • Resolves the need to backtrack through prior pages to locate specific character details, ultimately improving the reading experience.

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Community Forum 

  • Allows users to connect with like-minded individuals who share their passion for reading, potentially forming online book clubs or reading groups.

  • Can seek help or guidance from the community for any issues they encounter while using the application, leading to a better overall user experience.

  • Users can contribute reviews, ratings, and discussions, enriching the platform with valuable user-generated content that benefits others.

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Functional Prototype

The wireframes are then further refined and transformed into high-fidelity functional prototypes, allowing for a more detailed and realistic representation of the final user interface design. 

Usability Testing

  • Users struggled to find the reading progress feature which is on the Library page and the community forum

  • Users did not get the concept of the "Discarded" shelf on the Library page

  • Users in the older age range feel that the Home page is a bit cluttered

A/B Testing

  • Compared to the first design, this second design is more minimalist and standard with a simple bottom navigation bar, less clutter, larger text and priortising simplicity and consistency.

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Key Findings

  • Remarkably, an even split was achieved, with precisely 50% of the participants separately choosing for both versions.

  • Participants who chose Version A were due to it's user interface design which they think looks unique, whereas, participants who chose Version B were mainly for it's usability.

  • Younger participants within the age range of 18-25 chose Version A and participants in the older age sector of 26 to older chose Version B.

  • This variation could be attributed to the younger generation's preference for design aesthetics, whereas the older demographic places a higher priority on usability factors.

Next Steps

  • The design should again go through design iterations according to the results from the usability tests

  • How does the introduction of gamification components, such as monitoring reading time and offering rewards, influence users' reading behaviours and frequency?

  • What long-term challenges or annoyances do users encounter when using the app for reading?

  • How do users' reading patterns evolve over time while using the app?

  • What strategies can be employed to enhance emotional connection with the users during their reading experience within the app?

Reflection

What do I feel towards this project?

This project is really special to me as I've mostly only designed standard designs and haven't experimented with a design out of my comfort zone, therefore, I thoroughly enjoyed all the steps during this project. I believe I gained valuable insights into the significance of striking a balance between usability and aesthetics, revealing the close connection between design aesthetics and users' emotions.

What would I have done differently?

Because of time limitations, the generative survey covered a wider range, and it was previously determined that design refinements and optimisations following usability testing would not be included in this phase but would instead inform future work. If more time were available, I would have conducted a more comprehensive user research and tailored the design based on the usability test results.

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