Bookworm is an app-based eBook reader for K-12 students. Connected to a school’s digital library, students can borrow and read copies of eBooks owned by the library.

Bookworm gives students greater connectivity to school resources, making them accessible on tablets and smartphones. The app can track reading progress and assignments, read content aloud, and define new vocabulary.


As an app designed to help young students read, the design needs to be both inviting and stimulating. Friendly mascots like the worm & apple make the platform fun, while tutorials and other features keep it learning-focused.
To create the most user-friendly experience, the UX went through many phases of testing. This included taking user personas through empathy mapping & journey mapping. Low-fidelity prototypes were then presented to real subjects, who were tested on how they completed a given objective. This user testing also identified pain points within the prototype, which were resolved in the next phases of the design.
The UX focuses on three main user flows, the first being to sign in and borrow an eBook.



The second user flow is to read and engage with digital-exclusive features, like the vocabulary feature.



The third user flow is to track the user's reading progress for one eBook, which includes time spent reading and total pages read.



Test out the app yourself here!