Our final solution was chosen based on our design research phase which consisted of user, market/community, and literature research as well as our usability testing. From this, we concluded five key insights shown below. Underneath each insight is a feature from our design solution that encompasses that it.
Engagement & Motivation
Theme
Gamification
Library & Reading
Personal Interests
AI-Powered Book Recommendations
Sharing Favorite Books
Personalized Learning
AI-Powered Personalized Advice, Feedback, & Tips
AI Integration
AI-Powered Book Recommendations
AI-Powered Personalized Advice, Feedback, & Tips
Tracking Progress
Library In-Progress Books
Library Completed Books
Unlocking Characters as Reading Milestones
Earning Awards & Achievements
With these in mind we came up with Page Friends - which integrates all of these key insights into this solution. Note that the features from our designs may have been repeated in multiple key insights above.
For our user research, we used value-sensitive design to evaluate the needs of our primary users - elementary school students and elementary school educators. To do this, we conducted two interviews: one with an elementary school student and one with an elementary school teacher. The questions were aiming to gain a general idea of their sentiment towards e-reading tools in comparison to physical books, and what their thoughts are on digital tools in literacy education. In addition, we conducted secondary research to gain a broader perspective on the issue.
We found that integrating technological tools into reading curricula feels novel and more engaging for children, however, they find a certain comfort with the feel of physical books and can experience screen fatigue and eye strain with e-reading tools. Educators are cautiously optimistic about the tools and their ability to enhance and personalize learning, but worried about their impact on students’ overall attention and health effects of large volumes of screen time.
Based on our user research, we wanted to design a solution that takes into account the children's needs as well as the the teacher's. So, we decided we wanted to make technology a tool to engage and support children's reading. We came to conclusion of a reading-based app. This way children can be entertained while also developing their strong foundational skills.
Since school has a large impact in a child's interest and skills in reading, we decided to implement a class code fetaure into our design. As a result, our design solution currently includes a seperate teacher and student login. Teachers would create class codes on Page Friends and their students can join them. Based on the status of the user, they would different controls as well as access to different features. Teachers would have access to their students profiles and be able to see their student's specific stats, such as book interests, fluency, hours, and or other literacy statistics. The teacher can get a sense of each student's level as well as the stats of the overall class, allowing them to create their lessons based on those statistics. Additionally, if teachers sees that a student has a high screen time on the app, they can let the student know or stop them for logging in to further prevent screen addiction.
However, our primary target user are elementary student, and our app is designed to be implemented in or outside of classrooms. With this in mind, our current high-fidelity prototype focuses on the primary users while ignoring most of the teacher and classroom features. However, teacher and classroom features can be seen within our low-fidelity prototype and integrated within the student's view of the app. For more information, refer to "Limitations & Future Plans" page.
Our primary target user are elementary children, so we wanted to design our app with a theme that would draw kids in and keep their attention. We wanted to stay consistant throughout our designs our team decided on a collective theme that would be both visually appealing and accessible to children. Our theme includes focus on color scheme, typography style, mascot, and other design consistancies.
Compared to adults and teens who connect more to neutral and minimal styles, children are far more drawn to brighter colors and cartoonish characters. Thus, our team decided that it would be best to use a colorful and bright color palette throughout our design. The color palette could be seen on the right and is incorporated throughout Page Friends as well as this web portfolio.
To futher develop our theme even further, we decided to stick with "Balsamiq Sans" as our consistent font used throughout the app. This font was chosen based on it's playful and cartoonish typography, which would further draw children to Page Friends.
Font: Balsamiq Sans
During our design process, we realized we needed to come up with a design for an AI bot as it one of the main key features of our design solution. Since children would be interacting with the AI bot, we needed to develop a child-friendly design. Hence, we came up with our mascot "Page Friend". Page Friend was intentionally designed to look fun and silly. This child-like addition is not only used to draw the user's attention, but also keeps the child engaged with their reading as it's friendly expression and design was intentionally chosen to make children feel reassured and supported, enabling them to not feel hesitated to ask it question.
Throughout Page Friends a large proportion of our interfaces has a landscape design for it's background. This includes the onboarding process, the Dashboard, and even on our Certificates. You'll also notice clouds scattered and floating around throughout our a majority of our interface's background. Again, this was to intentionally designed to keep the Page Friends consistent and child-friendly.
One of the main key feature in our design solution is that users can unlock characters from the stories they've read. After finishing a book, a character from that story is added to their personal town. In their town, users can interact with the character by either talking with them or playing a game with them. This idea of "unlocking characters" transforms reading from a stationary task into a vibrant collectible adventure.
For children, reading can feel like a long and endless chore because it fails to provide instant entertainment. As such, children often fail to fully immense themeselves into literature because of this lack of gratification. However, by creating tangible "character milestone", the task no longer feels tedious. The reward system prevents reader's fatigue and creates feelings of satisfaction and accomplishment among users. By enabling user's to collect characters from the stories they have read, their desire to see the character in their town grows and their mindset is influenced from "I hate reading" to "I have to finish these chapters so I can unlock this hero."
Furthermore, "collecting characters" also fosters emotional connection and enhances literary comprehension. Characters only unlock when the user records themselves reading and completes all the pages in a book. Thus, if a child wants a specfic character, they must read. As such, child users will develop a deeper connection to the story because they actively "earning" the characters through their own reading effort. As users come to fully appreciate a newly unlocked character, they will naturally look back at the text to understand that character's context, motives, and background, which further boosts their interest, exploration, and comphrension in storytelling.
Our decision to implement gamification into our design was influenced by our literature. Besides the benefits of our design's gamification features explained above, scientific studies have futher shown that gamification engages reading and comprehensive skills while also increasing the personal reading interest of the user. In the article "Impact of a gamified platform in the promotion of reading comprehension and attitudes towards reading in primary education", Prados Sánchez et al. (2023) conducted a case study that focused on the impacts of gamified learning vs traditional learning. The results shows that compared to traditional strategies, gamified components and platforms has a positive impact on students’ attitudes towards reading and on childrens reading comprehension. As such, we decided it would best to use gamification as way of making reading more fun and engaging among children.
Coming with our final design for our gamified components was tricky as we didn't want to create a product that has already been made by another app. So, during market research we looked through already existing literacy apps for children. Most of which including some sort of gamified component. The one thing we noticed throughout our market research is that most of the games in these apps were repetitive such as the same style memorization and phonics game. To avoid this issue, we decided to come up with our "character collecting" component. Each of the characters you unlock is unique and different, and is therefore preventing gaming fatigue (or in this case, reading fatigue). When added to the user's town, each character will interact differently based on their personalities, as well as games personalized by the user's own interests and reading level. As explained above, if the user does not like the book or character within the book, they don't have to read it. Simply put, Page Friends is the user's personal collection of books and character interests.
Page Friends give it's users access to a large database of books from a wide variety of genres. This was intentionally designed to foster choice and curiosity. In the article "Motivating Grade 1 Children to Read: Exploring the Role of Choice, Curiosity, and Challenge in Mobile Ebooks", Ciampa (2016) conducted a pre-experimental case study design used to explore the value of intrinsic motivation in mobile eBook reading among 30 Grade 1 child participants. During the study, she concluded that there are three aspects of intrinsic motivation: choice, curiosity, challenge. More specfically, the children in the study responded positively to being able to choose their own books online (choice), sensory stimulation and reduced distractions (curiosity), and moving between reading levels (challenge).
Our library and reading design accomplishes two of the criterias for intrinsic motivation: choice and curiosity. Page Friends does not force its users to read specific or assigned books, but instead lets user choose what book they want to read or what character they want to unlock. We chose this design purposefully to avoid confining users to reading goals they lack the internal motivation to achieve. Furthermore, we did not want to increase their disinterest in reading by forcing them to read a book they don't enjoy, which would only would only damage their engagement and drive them away from reading entirely.
Additionally, a study conduced by Ives et al. (2020) found that the genre that a student enjoys reading can have an influence on autonomous motivation and reading frequency. Therefore, being able to provide our users with a variety of book options and genres become a priority in our design. We wanted our users to be able to explore and choose their own reading adventure, which is also why we decided to add a search button to our library page. We wanted to give users as much autonomy and choice as possible. This way they aren't restricted or forced to read stories they don't enjoy, which would only decrease their engagment with literature and further increase their disinterest in reading.
For our reading layout, we wanted our design to be as simple as possible. As a result, we wanted to focus on three main features: read-aloud, personalized tutoring, and notetaking.
We prioritized having a read-aloud fuction because it is needed for our AI integration. On the very right is our AI Bot Page Friend. Page Friend was intentionally placed on every page of the book to ensure that the user has constant access to tutoring while their reading. For more information on our AI integration refer to the two sections below "AI Bot - Page Friend" and "AI Integration" below.
Additionally, reading aloud helps children practice and develop their reading skills. For this reason, we intentally designed our solution to make recording a mandatory requirement for completing a book and unlocking a character. Without practice, it is difficult for children to master fluency and confidence in reading. The "Recording" box is placed in the bottom left with a microphone icon. The labelling and microphone was added so users know exactly what the box is supposed to do. To record the user just hits the play icon, and hit it again to stop recording. These recordings are then analyzed by our apps AI integration features.
Above the recording, the user can take notes in the "Notes" box. Next to the label is a pencil icon, which is again, to provide clarity of what the box is supposed to do. The user can take notes by clicking the box. The note and page it was taken on will be saved and it can always be accessed later on. Adding this feature allows readers to deeper engage and focus with the text, enhancing memory retention and allowing them to refer back and connect ideas. Similarly, for this reason we also added a highlighting and underlining feature, found underneath the recording box. The buttons are labelled "Highlight" and "Underline" and are colored orange to differentiate them from the "Back" navigation button. Again, these features were added to transform the user's passive reading experience into an active learning process.
However, we purposefully did not make notetaking a requirement for completing a book. This decision was made because the recording feature already transforms reading into a more active process, and thus we did not want to further force the user to take notes if they did not think it was necessary. Additionally, notes are only useful to whoever is taking them, so forcing our users to write notes may seem too tedious or worthless to them. Especially, if they do not plan on referring back to their notes.
At the very bottom of the book is the page number and orange arrows. The orange arrows turn to the next page or go back a page. This simply design was done intentionally to keep our design simplistic and intuitive for users. Additionally, in the top right corner of the book is the book's read aloud fuction marked by a volume button. If the user is struggling to read everything on the page, they can click the button and an AI voice will read the page for them. Note that this does not mean they completed the page as they still need to make their own voice recording of the reading. This was purposefully done to ensure that users learn from the reading process, learning how to pronounce words and read from the page through the read aloud voice fuction and not as a shortcut that harms their education.
Throughout Page Friend, the user has constant access to their own personal AI bot known as their "Page Friend". Page Friend could been seen in the Dashboard as well as the readings. Page Friend is the user's customizable reading buddy. Whenever, the user comes across a tricky word, a confusing sentence, forgotten storyline, forgotten character, and or any questions about the readings and literature, they can simply ask Page Friend. Page Friend was intentionally designed to be readily available to support the user's reading at anytime, so when they are struggling they aren't feeling defeated nor like giving up, which would only negatively impact their views on literature and cause disinterest.
Besides constant access to personalized feedback and support, Page Friend also helps build confidence in literary skills. According to the research article "Young Children’s Motivation to Read and Write: Development in Social Contexts", Nolen (2009) found that social context influences students’ motivations toward reading. More specifically, reading partners helped students become more confident in reading. In a real-world setting, not everyone has access to a human reading buddy. However, Page Friend allows the user to have constant access to someone they can consult or talk to about the books they are reading, which as a result will help build their confidence as well as boost motivation and interest in reading.
Additionally, we intentionally made Page Friend customizable because, as mentioned by Ciampa (2016) and explained in the "Library Database" section, we wanted to continue promoting choice within our design to further promote intrinsic motivation. By personally customizing Page Friend, users build a personal connection to their AI which would further motivates them to read and interact with the bot.
Page Friends uses AI to give users personalized feedback, allowing them to practice concepts and words at their own pace. AI is continuously implemented in the background while the user is reading, analyzing things such as reading speed, pronunciation, confidence, hesitation, fluency, and comphrehension. Furthermore, when users interact with their AI bot Page Friend while reading, the questions are also tracked and taken into our AI analyzations. Additionally, Page Friends also integrates AI-powered book recommendations based on previously read books so that kids can explore more of their interests.
Implementing AI analytics for personalized feedback and recommendations was influenced by our market research. During our market research, we noticed that most of existing literacy apps for children created lessons based on age range. This was seen in apps such as “Reading Eggs” (Blake eLearning, 2008), “Duolingo ABC” (Duolingo, 2020), and “Teach Your Monster to Read” (Teach Your Monster, 2019), where their lessons were catered towards a specific age range. A user's reading level may not always confine to a specific grade or age range. As a result, we wanted our solution to become more personalized for the user, which is why we decided to implement AI into our design the way we did. The lessons, feedback, tips, and advice AI gives to our user is all based on their progression throughout using Page Friends. Everyone's reading experience and journey is different, thus everyone learns things differently at different paces and our AI integration accommodates this.
Our final design includes an awards and achievement feature, where the user can unlock trophies and certificates as they read and interact with the app. Users can view the awards they have earned within the "Achievements" widget in the main Dashboard. When users complete a milestone, such as reading a certain amount of books, increasing their vocabulary, increasing their reading speed, and so on, they will unlock an award that they can track digitally or print out physically. Users can also unlock trophies by completing certain tasks. These tasks can range from reading your first story to participating in a specific action, such as interacting with a certain character in your town or playing a game with them.
One of the reasons we decided to add this feature is to allow the user to have a way to personally track their literary progress. Each achievement is tracked and users can always refer back to them. Achievements are rewarded to the user for completing some sort literary or reading goal. This encourages personal motivation as users try to collect as many achievements as they can for themselves.
During our market research, we found that one of the strengths that many current literacy apps have is that they provide some sort of free printout, award, or certificate that users can download and use. This was seen in apps such as “Reading Eggs” (Blake eLearning, 2008), “Duolingo ABC” (Duolingo, 2020), and “Teach Your Monster to Read” (Teach Your Monster, 2019). All of which have received positive reviews based on their website feed. As a result, we decided to take inspiration from this and also include an awards and achievements section in our design. Integrating this feature into our design incentivizes users to achieve literary milestones, boosting engagement and motivation through earned awards and achievements.
Furthermore, Nolen (2009) research also concluded that social factors play an important role in allowing students to develop their interests and sustaining them over time. More specifically, Nolen found that students being able to exchange books and recommendation helped them build their interests, feel a sense of community, and practice articulating their thoughts. Considering this, we decided to make Page Friends partly social by allowing users to add their favorite books into their profile settings. This way teachers and, if the user's account is public, and other students in their classroom can exchange and recommend books to eachother. This way users of Page Friends have a sense of community within the app, rather than feelings of social isolation.
For our usability testing, we created a low-fidelity prototype that integrated all the features explained above. Through testing, we learned what interfaces, features, and designs worked well with users and what didn't. The overall result of the testing recieved positive reviews but some feedback was suggested that led to revisions to our final designs. After testing, our participants suggested that our orginal dashboard was too overwhelming because of the many widget options it had. Despite this constructive criticism, our team noticed that the participants had an easy time interacting the “Library”, “My Books”, and “Town”, indicating that the design was intuitive. When we asked the participates about this, they agreed and found that the app is overall easy to navigate. Based on these insights from usability testing, we decided to make revisions to the design's Dashboard, Books interface, and literacy game integration.
The main changes made to the home Dashboard was the combining and reduction of its features and widgets. These changes could be seen below with our low-fidelity prototype on the left side and our high-fidelity prototype on the right.
Low-Fidelity Prototype: Consisted of "My Books", "Games", "Visit Town", "Achievements", "Library", & "AI Helper"
High-Fidelity: Consists of "Library", "Visit Town", "Achievments", & "AI Helper"
Our orginal Dashboard design on the left, originally consisted of six widgets: "My Books", "Games", "Visit Town", "Achievements", "Library", and a Character widget. To reduce the amount of widgets, we decided to combine some of the widgets into one, including “My Books” and “Library” into only “Library” as well as “Visit Town” and “Games” into only “Visit Town”. This right shows our final Dashboard design, where there are now only four widgets: "Library", "Visit Town", "Achievments", and a Character widget.
Our final design is a huge improvement from the original considering how it is less overwhelming and overstimulating. This final design is less cluttered and packed, which makes it easier for current and new users to navigate the system without feeling stressed about all the features Page Friends have to offer. Additionally, this design keeps children more engaged with the main key features of the app instead of messing around with less important features.
The reason for combining “My Books” and “Library” into just "Library" was because the interfaces were similar to each other.
In our low-fidelity prototype, the “My Books” widget originally went to a page where users could click on the tab they wanted to visit on the side. The tabs included “Books in Progress”, “Finished Books”, and “Reading List”. This could be seen on the left side, first and second slide below.
In the low-fidelity prototype, the “Library” widget originally went to a page where they can explore a bunch of books by scrolling. Users were able to look at recommended, fiction, mystery, and etc. This could be seen on the left side, third slide below.
The interfaces for the “My Books” and “Library” were very similar, both letting users search and scroll through a selection of books, so we decided to combine elements from each interface. Since we received positive reviews from our participants about how easy it was to navigate during usability testing, we wanted to keep the same style of interfaces when combining “My Books” and “Library”. So in the end, our final design kept the same “Back” and “Search” buttons both in the low-fidelity for “My Books” and “Library”, the tabs on the side of the low-fidelity of “My Books”, and finally the same style of scrolling through books from the low-fidelity of “Library”. The final design could be seen above on the right side.
So now, the Dashboard only contains a "Library" widget and no "My Books" widget. When users click the “Library” widget, they have access to all the books available to them which included the "Explore", "My Books", and "Reading List" page. Unlike the original design, users don't need to switch out between widgets to find the book they want to read, which further increases the simplicity of the design. Our main target users are children, therefore we wanted to make our design as simple and easy to navigate as possible so that our child users can stay engaged with the app.
Furthermore, we decided to keep the book shaped widget that "My Books" orginally had and used it to represent the "Library" widget in our final design. This was done to make our design more intuitive and accessible with the use of icons and labels. This way when users see that "Library" is placed in a book, they will instinctively know that clicking on the widget will take them to a page full of books.
These changes to our Dashboard design could be seen in the photos on the right.
A small feature we decided to add to our final design was a filtering for books. During our usability testing, our participants suggested that we add a filtering for books so they can find and explore for a specific type of book they are interested in reading. So, we decided to add the filtering feature below all the tab options in our "Library". The "Filter" button is marked with a funnel icon to make it easier to find.
The reason for combining “Visit Town” and “Games” into only “Vist Town” was because in our original design the “Visit Town” incorporated parts of the games. One of the main key features in Page Friends is that users can interact with characters in their town and take part in a quest or task, where they can play games that helps them practice their English and literacy skills. This feature was proposed during our low-fidelity processes, as seen below in the left photo, slides one and two.
Although, our original design included a "Games" widget, our team never actually designed a "Games" interface for it. Considering this as well as our problem statement, we decided to not create a "Games" section for our final design. Since our problem statement focuses on growing literature interest among children as well as developing their litereacy skills, we thought it would be best to not allow users to have unlimited access to games if they did not need to work on a specific skill.