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 stimulating, but not distracting. 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 several test phases. 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 I resolved in the next phases of the design.
The UX builds upon three primary user flows. The first: signing in and borrowing an eBook.
The second user flow involves reading the eBook and engaging with digital features like the vocabulary toggle.
The third user flow is tracking the user's reading progress for one eBook. The progress log includes the time spent reading and the total pages read.
Test out the app yourself here!

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