
Bhuku - Book organization app.
Challenge.
Bhuku has started collecting data on popular books. Inspired by goodreads.com, Bhuku wants to give a more user-centric approach to their app, adding features and flows that make it delightful for people to use.
They want to use the full potential that a mobile app has, such as utilizing the camera to register books in a more automated way via optical character recognition (OCR), sending notifications to users to keep them engaged, tracking their progress on reads (potential gamification), etc.
ROLES | TOOLS | DURATION
Research
UX Design
UI Design
Graphic Design
Prototyping
Sketch
Adobe Illustrator
Adobe Photoshop
Adobe InDesign
InVision
4 WEEKS
Method.
Five methods to create products.
Empathize: Revolves around research and allows us to humanize the design process.
Define: Clarifies problems needing to be solved and helps decision making for the IA.
Ideate/Design: How is established and Who, What, & Why begin to transform into an end product.
Prototype: Interactivity of the website is established and tested.
Iterate: Fine tuning based on user feedback and redlining performed.
Clicking the method will navigate to its corresponding section
Goals.
Primary and Secondary Research methods were used to learn what the user goals, needs, motivations, and frustrations include. The following goals were created to accomplish this:
Gain an understanding of how users use reading apps.
Discover how people decide what to read.
Figure out the true target audience.
Identify and understand good and bad design choices of direct and indirect competition.
Discover and analyze user behaviors while speaking about reading.
Determine needs, motivations, and pain points users have.
Market Research.
Market Research was conducted to collect qualitative data from various sources, statistical data from various sources about reading and reading apps. This helped begin to develop a better understanding of what the user expects and wants out of a product. After completion, 3 provisional personas were created to help identify potential interview participants. The following facts were uncovered during my market research:
84% of 18-29 year olds have read a book within the past year.
74% of 30-49 year olds have read a book within the past year.
80% of consumers read novels on a regular basis.
88% of U.S. consumers say they love print books.
73% of readers want to get alerts when authors they know and like launch a new title.
26% of readers who have read a book within the last year stated what they enjoyed most was learning, gaining knowledge, and discovering information.
15% of readers who have read a book within the last year cited the pleasures of escaping reality, becoming immersed in another world, and the enjoyment they got from using their imaginations.
77% of readers buy books after getting recommendations from family/friends.
76% of readers buy books after getting recommendations from Authors they like.
15% of readers buy books after getting recommendations from people they follow on social media.
5% of readers buy books after getting recommendations from celebrities
Direct Competition.
Strengths
Add books to “bookshelf”
Includes book recommendations
Reading challenges
Weaknesses
Very busy homepage/lack of hierarchy (website)
Ads within app can become distracting/aggravating
Strengths
Barcode scanner, search, or CSV import
Cloud sync
Tag, group, and edit various items
Weaknesses
Rating system unclear
Functions and features basic
Recommendations unclear
Indirect Competition.
Strengths
Search includes book, people, or hashtag
Trending hashtags on timeline
Brief introduction and helpful instructions upon creating account
Weaknesses
Timeline very busy and condensed
NAV not labeled. Strays from user mental model of other apps
1-on-1 Interviews.
Interviews were conducted to weed out any assumptions and answer any hypotheses created. General questions about reading and using reading apps helped create a good baseline of what users expect when using reading apps and will create a better understanding of what users like and dislike about reading apps. Also, this is a good method to gain some empathy with the user by being one on one and learning more about them. To see the full interview transcripts please click here.
Shannon
“I tried a book club challenge type thing at work once which suggested a lot of books I wouldn’t normally read. That was cool because I expanded the base of what I read and I ended up reading about 50 books that year.”
*All images used here are free stock images from pexels.com.
Andy
“Digital books are a no-go for me. I tried to conform to the digital book, but I need to touch, feel, and smell the books I’m reading. “Books just have that smell.”
Erin
“I’m an only child so reading became a big source of escape and imagination.”
Empathy Map.
Following the 1-1 Interviews, I created an empathy map by referring to the transcripts and notes taken during the interviews. The main points I was able to pull from the maps were:
Users research the book topic further after reading.
Users enjoy seeing friends enjoy books they suggested.
Users prefer paperback books.
Persona.
After synthesizing the research, this persona was created. A mid-thirties, married, copywriter from Portland, OR.
POV Statements & HMW Questions.
Using the insight and needs from the empathy map, POV statements were developed so I could further empathize with users, and HMW questions to ignite rapid ideation of design solutions.
Brainstorming.
Using the HMW questions, I conducted an independent brainstorming session. Through rapid ideation I generated design solutions for each user need.
Business & User Goals.
Following the group brainstorming session, I switched gears to make sure the user goals and business goals aligned. This is needed to make sure the features I develop will meet the goals of both the user and business.
Feature Roadmap.
Referring back to the completed research and the project brief, this set of features was created. This Feature Roadmap includes features listed in order of priority with a brief description and why it is listed.
Site Map.
This sitemap reflects the organizational structure related to the research and feature roadmap. This is not reflective of every element within the app, but a basic skeleton of the app’s structure and interactions.
method 3: IDEATE & DESIGN - Phase 1
Product Requirements.
After completing the Sitemap, a fluid document was created outlining the different UI Requirements. This document will serve as a checklist for the various required pages, features, and elements. This document will also play a key role in team alignment to help ensure that no elements are forgotten about.
Task Flow.
Based off of the tasks created in the UI Requirements document and the IA created in the Site Map, a Task Flow was created to show the different actions and pages involved to complete the tasks. Creating this task flow helped define the main pages and hierarchy of actions which will be necessary in the site design.
User Flow.
Based off of the tasks created, a User Flow was developed to demonstrate the various actions and decisions involved in completing the tasks. This user flow helped define how the various screens and actions can influence the users decisions.
Low Fidelity Wireframes.
These quick, annotated wireframe sketches were used to quickly map and help visualize how elements and features will take shape. Also, this helped develop hierarchy and laid a base for the Information Architecture.
Mid Fidelity Wireframes.
After the wireframe sketches were completed, Mid fidelity wireframes were created for initial usability testing. These mid fidelity wireframes were then loaded to InVision to create a prototype for usability tests.
Usability Tests.
Along with the prototype, a usability test plan was created based on the task flow. The test plan was developed to evaluate how users interact with the app, how they navigate the app, and to find pain points, frustrations, failures, and positive points.
During the usability tests, detailed notes were taken which highlight the way users navigated the app and how they interacted with the features. Also, quotes were notated detailing pain points, questions, and positive remarks about the features. These results were critical in revising the different areas of the app where users experienced difficulties.
Affinity Map.
Referring to the notes taken from the usability tests, there were many helpful insights, frustrations, and positive remarks to help create an affinity map. The insights and notes were grouped together by similarities and then re-grouped by instances shared by users. Some commonalities that were noted included:
Users felt the recommend feature should be outside of contextual menu.
Research was well liked but could use better organization.
Some processes could be slightly confusing.
To see the full affinity map process, please click here
Priority Revisions.
Priority Revisions.
After reviewing the insights and results from the user tests, the following revisions were determined to be most important:
Move relevant features out of contextual menu to Book Details Screen.
Create screen similar to search results for research to include filter/sort option.
Create onboarding screens displaying instructions of how to utilize various features.
Mood Board.
Before putting pen to paper, a mood board was created on Pinterest to help narrow down colors, text, and create a general direction to create Bhuku’s brand. Doing this helped narrow down ideas for a direction that aligned with Bhuku’s branding requirements.
Before creating a mood board, six descriptive brand attributes were created:
Natural
Passionate
Modern
Reliable
Collaborative
Cultural
Branding.
After the mood board was created, I began sketching multiple thumbnails, created hand drawn comps, and finally created a vector logo that I felt was in line with the brand attributes. Following the creation of the logo, a Style Tile was created to help develop the use of colors, images, text, site elements, and logo usage.
UI Kit.
While the app started to really take form, a UI Kit was created. This includes all of the elements utilized throughout the app. This fluid document will be shared between various teams for quick and useful reference to ensure consistency throughout the design process.
High Fidelity Wireframes.
While referring to the layout of the mid fidelity wireframes, high fidelity wireframes were created. These wireframes include the fresh branding created previously, and also include more detail than the mid fidelity wireframes. These high fidelity wireframes utilize clear links/buttons, images, cards, and use of grid, color, and typography.
High-Fidelity Prototype.
To facilitate any further user testing and to gain a better understanding of how the app will look and behave in its final form, a high fidelity, interactive prototype was created with InVision. The prototype contains 32 screens with dedicated hotspots allowing the users to complete various tasks.
Reflection.
This project was both exciting and challenging since the app was built from scratch and extra research was needed to find industry standards and keeping it modern simultaneously. It was really great to be able to let my creative juices flow and create the full cohesive brand. Usability testing was eye opening to view how users utilize reading apps and rely on their mental model to complete tasks and also learn what they expect while using the app. It was gratifying to see how the users navigated the app with minimal pain points. The pain points and suggestions from the users offered an opportunity to create a more intuitive and fluid experience throughout the app for the next round of tests if they occur.
Next Steps.
Though this was strictly a speculative project, I felt it was still very important to consider what the next steps would be if this were a real project.
Conducting another round of usability tests would allow to test the design updates to clear up any confusion or possible frustrations. Doing this could possibly uncover other underlying needs before development begins.
The team and I would need to consider potential technical constraints.
Consider if a web version would be needed or used.
Figure out how the various screen sizes and different operating systems would affect the appearance of the app.