Bibliosmia

ux design
ux research
hardware design

Researching & designing a new interface for a video learning tool which uses tags across to video to map important moments

Roles & Responsibilities

Lead UX Designer | User Researcher

Project Context

Time: 6 months
Team: Nathan Stern
Personal Project

Tools

Figma
Miro
Qualtrics
R Software
Adobe Premiere Pro

01

Project Overview

Problem

Little Free Libraries are miniature, neighborhood-based book exchanges that help build community and encourage reading. However, they often go underutilized, lacking both diverse book selections and consistent engagement. These challenges stem from inadequate incentives for people to visit and contribute, leading to stagnant or low-quality book offerings.

Goal

Design a mobile application and a hardware attachment that:

01. Gamifies reading, book exchanges, and library visits.
02. Increases daily interactions with local Little Free Libraries.

By introducing compelling incentives and a fun, community-focused user experience, we aimed to drive continuous engagement and breathe new life into these underutilized resources.

02

Solution

We drew inspiration from the phenomenon of Pokémon Go, in which virtual objectives encouraged real-world exploration. Our concept merges:

GPS-based game mechanics (mapping out Little Free Library locations, rewarding visits).
• Points and rewards for reading, donating, borrowing books, and “checking in” at libraries.
• A hardware component that attaches to the library, enabling users to physically interact with it (e.g., tapping or scanning to earn rewards).

This dual approach of digital engagement (the app) and physical interaction (the hardware) fosters repeated visits and ensures libraries don’t fade into obscurity after initial discovery.

03

Process Review

literature review
competitive analysis
semi-structured interviews
remote survey
affinity mapping
personas & empathy maps
Research
Design
brainstorming
participatory design workshops
sketching & mockups
prototyping
Testing
concept validation
A/B testing
first-click testing
design review
heuristic evaluation
04

Research

Literature Review & Exploratory Analysis

We began by examining the nonprofit organization Little Free Library and its official app. The existing app allowed users to discover registered libraries via a map but offered no incentive to return once they’d located a library. We also explored other library and reading apps to understand how they approached user engagement and community building.

Semi-structured interviews

We spoke with 4 users from three different backgrounds:
1. Avid readers who frequent little libraries.
2. Casual readers unaware of nearby libraries.
3. Gamers interested in mobile gaming dynamics.

Key Insights & Quotes
• Poor Book Quality
:
→ "I noticed from visiting that the quality of books inside is often really bad- there's never really stuff in there that I want to read."
Lack of Variety:
→ "The real problem was the selection. It wasn't my type of books. It was mostly kids books, and stuff I had already read."
• Minimal App Incentive:
→ "I used to have -Little Free Library app- downloaded, but not anymore, because I know where the nearest libraries are."

Remote survey

We supplemented interviews with a 36-participant remote survey (ages 18-30) via in-person outreach, Twitter and Reddit, gathering insights on reading habits, gaming preferences, and awareness of Little Free Libraries.

• 66% had never visited a Little Free Library.
Many were open to exploring a community-based reading concept but needed stronger incentives.

Statistical Analysis

With limited time, we performed a Wald confidence interval in R, examining if interest in gaming correlated with specific reading genres:

• Confidence Interval (95%): 65–93% of participants who played video games also preferred sci-fi/fantasy books.
Design Implication: Too many participants shared the same genres, so genre-based teams or factions would be lopsided. We pivoted to a more generalized point system instead.

Personas & Empathy Maps

From these findings, we developed two personas:

01. Community Explorer: Loves supporting local initiatives but lacks awareness of how to engage further.
02. Competitive Reader: Seeks rewards and progression systems, motivated by points and achievements.

05

Ideation

Our ideation process focused on driving foot traffic and sustaining app use:

1. Gamified Mobile App
Integrates a GPS-based interface reminiscent of Pokémon Go.
Users gain points for reading, borrowing, donating, and visiting libraries.
Includes a virtual bookcase for showcasing accomplishments or exchanging items with the community.

2. Hardware Attachment
Enables a physical check-in or “tap” to earn points.Must be weather-resistant, easy to install, and adaptable to different library shapes.
Encourages real-world interactions, so libraries stand out as more than just a box of books.

Brainstorming & Participatory Design

We held sessions with team members and potential users, sketching hardware concepts (e.g., clamp-like attachments, screw-on plates) and early app flows (e.g., map view, library detail pages, point logs). This collaborative approach surfaced potential pitfalls, such as installation barriers for library owners and the desire for app-based community features (e.g., sharing reading lists, “donating points” to libraries).

Mobile App Architecture

Mapped out navigation between the main map, library profiles, user profiles, point system, and a store for redeeming points.

Point System Architecture

Created a separate diagram detailing how and when points accumulate—visiting libraries, reading logs, donating or exchanging books—and how they could be spent.

Wireframes

06

Design

Hardware prototype

We utilized an Arduino with an RFID reader to prototype the physical “check-in” mechanism. When a user taps their phone (fitted with an RFID chip) against the hardware, the system registers a visit. The prototype’s 3D-printed casing featured a snapping clip design to minimize installation complexity. While this version used an Arduino for development speed, we recognized a final product would need fewer components for cost and power efficiency.

High-fidelity prototype

In Figma, we built a clickable prototype illustrating:

• GPS Map View: Displays local libraries, awarding points when users approach or “check in.”
• Library Details: Shows each library’s address, pictures, and the current selection of books.
• Points & Rewards: A tiered rewards system for frequent visits and reading milestones.
Virtual Bookcase: Lets users customize a digital shelf with badges or special items, injecting fun and personality into the experience.

06

Evaluation

User Testing (Mobile App)

We conducted in-person user testing with 5 participants. Each performed core tasks—such as finding a library on the map, logging a borrowed book, and customizing their digital bookcase—followed by a semi-structured interview.

• Notification Enhancement: “I’d love more feedback when I earn points—maybe an animation or a celebratory sound.”
• Font Size: Participants found smaller text challenging for book titles, leading us to increase font sizes.
• Fairness of Scoring: Some worried that certain users might game the system by rapidly checking in. We introduced daily point caps to address this.
Community Events: Users expressed interest in seasonal or collaborative challenges, e.g., “Summer Reading Drive” for local libraries.

Hardware testing

We built a cardboard library and combined it with our Arduino prototype to simulate real-world conditions. Three users interacted with the prototype by tapping their phones on the attached hardware:

Visibility: Users recommended placing the device at eye-level or near the door handle so that it’s seen immediately.
• Tapping Over Scanning: Tapping felt faster and more fun than scanning QR codes.
Seamless App Launch: Users wanted the app to open automatically upon tapping, reducing friction.

Final design changes

1. Clip-based Attachment: Opted for a minimal-installation approach rather than screw holes.
2. Refined Points System: Limited daily check-ins and introduced a more nuanced reward structure.
3. Enhanced UI Feedback: Incorporated celebratory animations, improved text size, and clarified in-app notifications.

07

Future work

1. Scoring System Refinement: Balancing point values for different actions (visiting, reading, donating, etc.) requires more real-world testing.

2. Book Donations via Points: Address the lack of high-quality books by letting users convert points into donated titles—especially helpful for economically disadvantaged neighborhoods.

3. In-Game Store: Expand the virtual bookcase with collectible items or seasonal badges, sustaining long-term engagement.

4. Slimmer Hardware: Replace the Arduino with a simpler RFID or NFC setup, running on minimal power to reduce maintenance.

08

Retrospective

1. Team Competition vs. Community
Early ideas included factions or teams competing for territory. User feedback revealed that friendly competition is fine, but teams felt “off-putting.” We pivoted toward individualized achievements and community goals.

2. Installation Complexity
Library owners were hesitant to install anything requiring drilling or screws. Our final clip-based solution lowered this barrier, but more field testing is needed.

3. Hardware Prototyping Lessons
While Arduino was fast for proof-of-concept, a final version demands fewer components and a more compact power setup.

Personal Takeaway

Working on this project highlighted the complexities of merging digital and physical experiences—from the friction of hardware installation to the motivational nuances of gamification. It reinforced the importance of iterative prototyping and user feedback when bridging technology and community spaces. Ultimately, seeing participants excited about visiting local libraries with a fresh perspective was a rewarding culmination of our efforts.

Example of text field