CHALLENGE
Improve the UX for users in the literature sector.
Due to the global pandemic, many people, in order to distract themselves, have returned to old habits, such as reading. What many people hadn't realized was how difficult it was to find people to share their feelings about a book with. Additionally, before the pandemic, many people with low resources couldn't afford to buy a book.
RESEARCH
I began my research stage by empathizing with millennial and centennial users. For this, I conducted techniques of Desk Research and Netnography to discover the reasons these generations read, their preferred genres, reading habits, etc.
On the other hand, I also used the "Keywords" tool to find out what people mostly search for on Google. Surprisingly, many of them are interested in knowing where they can donate their books and how they can join online book clubs.
In addition, I conducted surveys with approximately 200 people and 4 in-depth interviews, discovering the following:
USER PERSONAS & USER JOURNEY
After analyzing the data, I decided to create personas, empathy maps, and user journeys to identify and delve into different pain points that our users suffer from, ensuring that they are covered with the solution.
IDEATION
In this stage, I focused on generating the greatest number of ideas, whether impossible or possible, in order to solve the problems that users were facing. To separate my ideas, I applied the 2x2 classification and chose the two ideas that I felt could help users the most:
- System for sharing or donating books among users.
- Book reading clubs.
INFORMATION ARCHITECTURE
I decided that my app would consist of 5 main modules, corresponding to the most important functionalities:
Library: where you can publish, exchange, or donate physical books with your friends.
Book Clubs: where you can create or join book clubs.
Home: module to view posts made by your friends or book clubs.
Friends: to find friends with similar literary interests.
Chats: module that contains the history of your conversations with your clubs or friends.
BRANDING
The next step was to give color and identity to the application.
For the app's design, I took inspiration from "The Little Prince" book since it is the book that most users indicated was the first book they read:
Wireframes & Prototyping
I designed low-fidelity and high-fidelity wireframes to prototype the application and conduct tests with users.
1. Share or Donate Books with Friends.
With Prinbook, you can share, exchange, or donate physical books with your close friends.
2. Join Book Clubs.
Share your ideas, feelings, and emotions with others through book clubs.
3. Be Part of the Reading Community.
With Prinbook, you can post the books you are currently reading, those that others are reading or have finished, and you can also leave your opinions and ratings on them.
Conclusion
Prinbook is a user-centered application designed to connect book lovers, promote book sharing, and foster a sense of community among readers. It addresses the challenges faced by readers during the global pandemic by providing a platform for sharing, donating, and discussing books.
Through research, ideation, wireframing, prototyping, and user testing, Prinbook has evolved into a user-friendly and visually appealing application that caters to the needs of its target audience. The app's branding, visual identity, and high-fidelity prototypes reflect its commitment to creating a seamless and enjoyable reading experience.
In conclusion, Prinbook has the potential to make a positive impact on the literary community by connecting readers, promoting book sharing, and facilitating meaningful discussions about literature. It is a testament to the power of design thinking and user-centered design in addressing real-world challenges.
Based on the feedback received from the users who tested the app using Invision we
identified 2 improvements that should be made to improve the app:
- Strengthen and simplify the On-boarding.
- Include information about how the book clubs works.