How might we enhance the library experience for teenagers to help them discover new interests?

Lore is an engaging library experience designed to help teenagers discover new interests.

Design an immersive, multi-sensory experience to improve a cultural institution’s patron experience.

PROJECT BRIEF

1 UI designer
1 Architect
2 UX designers

COLLABORATORS

MY ROLE

Concept development
UI/UX design
Animation
Videography

Figma
Adobe After Effects
Adobe Premiar Pro
Adobe Aero

TIMELINE

October ‘23 - December ‘23

TOOLS

THE PROCESS

01 RESEARCH

Client research | User interviews

02 CONCEPT DEVELOPMENT

Storyboarding | Technology study

03 DESIGN

Spatial UI design  | Graphics  |  Animation | Video production

01 RESEARCH

Why teenagers?

American teenagers visit libraries on a regular basis

<17%

98%

technology adoption rate, higher than other demographics

of American teenagers use social media everyday

<20%

of American teenagers read books everyday

>80%

* Sources: American Psychology Association, Pew Research Center

Teenagers are at a crucial stage in life where they are exploring new interests to find out who they are. Libraries can be a positive influence / great places to make these discoveries.

But unfortunately majority of teenagers find libraries dull and uninviting.*

* As per primary and secondary research

02 CONCEPT DEVELOPMENT

Design principles

01. Doesn’t detract from current experience

Preserve the rich sensory experience of a physical library, walking through aisles, tactile sensation of flipping through a book, smell of an old book etc.

02. Evolving and updating

Not a one and done experience, but something that users can revisit.

Tailored specifically to teenagers. It should be relevant and engaging.

03. Capture and maintain attention

02 CONCEPT DEVELOPMENT

Storyboarding

Understanding the technology

03 DESIGN

Inspired by the Meta x Ray Ban smart glasses, we chose a hypothetical, futuristic pair of mixed reality glasses as our medium.

Being new to the area of designing a mixed reality experience, we studied the capabilities of available technology but did not bind ourselves to its limitations.

Defining gestures for interaction

03 DESIGN

Pinch to pick

Pinch the artifacts you discover on books

Choosing a theme while browsing through the options

Swipe to browse

Drag the artifacts to the drawer to add them to your collection

Drag to collect

Tap to select

Tap on book covers to start your interactive experience

03 DESIGN

Defining UI style

03 DESIGN

The experience

Choosing a theme

WHAT | Users pick one curated themes from the options presented

WHY | Giving options to choose from respects user’s agency while also providing guidance. Updating themes each month allows teenagers to discover a wide range of topics

HOW | Current trends, news, and events, and specially relevance to teenagers considered to create themes.

Exploring suggested books

WHAT | Books part of the chosen theme get highlighted

WHY | Empowering users with choice helps them feel control over the journey

HOW | Highlighted books emit a gentle glow. Information about each book, including facts and reviews, is presented to help users in making well-informed decisions.

Collecting artifacts

WHAT | Users can collect digital artifacts from the theme based books, to receive a unique bookmark made from their collectibles.

WHY | Rewards fuel the user motivation to stay engaged and complete a journey.

HOW | The collection of artifacts triggers the brain's reward center, sustaining the user's engagement in the journey by offering a tangible souvenir to anticipate at the conclusion.

Immersive pod

WHAT | Multi-modal interactions with a book and immersion in an enclosed reading nook

WHY | To enhance the understandability of complex and abstract concepts and make book reading a more immersive experience

HOW | Immersive pod that replicates the ambiance of the book, enabling users to engage with the content through various modalities, including viewing dynamic images and exploring three-dimensional objects.

AR Bookmark

WHAT | Users take away a physical bookmark that has all the artifacts they digitally collected printed.

WHY | Rewards fuel the user motivation to stay engaged and complete a journey. Physical artifact acts as a tangible memento carrying the experience home and encouraging the user to engage further.

HOW | This unique artifact can be scanned to relive the experience at home through the library app and get involved in the community by leaving review for a book.

Reflections

We suffered through and enjoyed the challenge of designing spatial UI for mixed reality experience. Lore can further be developed to make it even more attractive to the target audience. For example, gaining inspiration from the world of gaming users could put on a virtual “skin” based on the theme and the library could turn into a magical world.
The community aspect could be built further through the library app and all the branches of the library within the city could stay connected.