
For this project, my goal was to create an iPad-based user experience based on the Yoto reading device, and have it integrate with the experience of being a patron at the library.
Strategy
As the sole designer of this project, my goal was to redesign the experience of Yoto for Ipad school devices to assist elementary students to develop advanced reading skills.
The approach of using a well-known brand that uses gamification to engage readers with supportive features to increase comprehension will result in personalized support and progress management.
Feature functionality
For the designed experience, there are required features for the desired experience
View of library titles
Playback controls
Book selection
Consulting
Chapter controls
Bluetooth connectivity
Problem statement
How might we help Giselle (target user) create a fun literacy skill-building experience by designing a tablet-based reading platform so that students can develop a love of reading, engage with their school’s library resources, and build the skills needed for advanced reading comprehension?

User Persona: Giselle, Librarian
Giselle is a school librarian and Youth Literacy Coordinator with over 10 years of experience fostering a love of reading. She’s passionate about integrating innovative tools that spark excitement for reading and support diverse learning needs.
When her school raised its technology budget and purchased iPad 9th Gen devices for academic use, Giselle saw an opportunity to create an interactive, engaging, and inclusive reading experience for all students—especially those who may not have access to such resources at home.
“Students tend to attribute learning with punishment but books open doors of adventure and opportunity that every child should experience.”
Feature functionality
For the best digital reading platform, there are required features for the desired experience
View of library titles
Playback controls
Book selection
Consulting
Chapter controls
Bluetooth connectivity
User flow 1 - Gamification
The focus of this flow demonstrates the gamification of the system. Students are incentivized to read ahead to unlock points and progress further.
The selected books for the semester will have similarities to a video game with levels. They can only be unlocked once the current book is finished and the student has passed.


User flow 2 - Adaptability
The focus here is to adapt to each student’s learning style and preference.
At the end of each chapter, student's are required to complete a short quiz to make sure everyone is comprehending the story.
If a student fails, the digital assistant will be more involved to break down difficulties.

Paper Prototype: Usability study
To evaluate the usability of the wireframe, I interviewed 8 children using the Think Aloud Protocol with a paper prototype, accompanied by their guardians. The children of the 3 families participating were under the age of 12. This approach suits children best since it allows them to naturally explore and explain their thought process while interacting with the paper prototype.
Assumption: The children participating are familiar with using smart devices and will have be somewhat familiar with the prototype.
Task: Progress to the next level of the map and unlock the next book. Continue and set the reading screen to full.
Focus: Gather qualitative insights from participants' behavior and decision making process to identify navigational + usability issues and refine designs to discover UI specifications needed to support the functionality.
“I really like the assistant! It's like my reading buddy! It makes reading fun and help me when I get stuck on words. I wish my school had this.”

Ramona
2nd grade
I don’t like reading because it's hard and I don’t understand the story. It's hard to imagine and I get scared to ask my teacher for help.”

Brad
3rd grade
Paper Prototype: Insight feedback
Research insight themes —
Students feel more confident against reading obstacles with support
Students feel discouraged while learning and may not ask for help due to a fear of being judged by peers. Having available support reduces this anxiety by offering discreet hints and guidance, supporting self-directed learning as students progress to more complex reading levels.
When students struggle recognizing character emotions or key story parts, they can interact with their avatar discretely for personalized guidance + feedback to reinforce comprehension.
Students feel more engaged when the design system is gamified
Having a point system within the app gives students incentive to engage further in their readings. The avatar also serves as a feedback system for effort being shown to help users feel their progress.
Regardless of a student's reading level, a variety of incentives are offered whether it's for practicing, reading more or learning new words. This associates reading and learning into a rewarding goal-oriented experience.
Takeaways —
This project forced me to approach UX design with limited tools and helped me to maintain professionalism. I strengthen my skillset by introducing the value of low-cost research methods such as the paper prototype and maintaining a design system for consistency for research within a limited time.
NEXT STEPS
Conduct two rounds of usability tests with a digital prototype
Conduct a competitive analysis of digital reading platforms popular among target audience
Design features to restrict students from unauthorized use and give teachers full autonomy of activity