Changing the reading game through UX optimisation
THE PRODUCT and THE TASK
E2GO is a e-book and audiobook service with many similarities to Spotify, but e- and audiobooks instead of music. Their problem was that they wanted a better experience for the users within the app.
The flow, the service and feeling had to be better - had to be changed. Me and a five fellow mates from Hyper Island worked with this project for 5 weeks to create the e- and audiobook service that Sweden deserves.
During our project, we did massive research about the market; competition and what kind of target group might be interested in a service like this - and what kind of functions do the users want within the app? And how can we make the experience within the app as easy and lean as possible while delivering a capable and advanced book service?
RESEARCH and IDEATION
Five people doing research about the swedish e- and audiobook market generates a ton of good data. Through reading articles and newspapers, we found a lot about the key target group, the sale numbers of the book and e-book market which gave many insights. We also looked east and looked at the american e-book market: how does it look, and how can we learn from where they are today? This gave us insights that creating something social and/orpersonal for the user to experience within the app is key.
Moving further with the key wordssocial and personal we spent two days doing ideation; unleashing the wildest ideas, opening them up, narrowing them down, opening up the idea again and then finally closing it down. We ended up with two ideas: creating a social network, a "book club", for the user to experience in the app, as well as a data driven app; information that the user generates while reading: what they are reading, when, where, how (platform) and what these books have in common. With further research done within data collecting, we discovered that we could present a quite unique and grandepersonal experience for the user to give them the ultimate book recommendation service as well as providing these books. All in one place.
INTERVIEWS, PROTOTYPING and USER TESTING
We involved people from the aged of 17-70 and talked to them about their reading habits and beaviour to further insights about the target group. We started to sketch an app from these insights.
We created designs on paper and imported to the POP app to try our early sketches. We then moved over to creating wireframes in Illustrator/Sketch and imported the wireframes into Flinto, a prototyping tool. After tweaking it, we took it to the users.
After twists and turns of interviewing and prototyping, we set of to try our prototype on users. We observed the users while they tried our prototype to learn how they used the function to further develop what we wre working on. After a couple of turns, it turned out great.
We had to make everything work. From the presentation for the client, to the arguments for our concept and gather what data to collect to create this service. We did this the next couple of days and then went to the client and presented our learnings, designs and showed the UX improvements they can implement with our concept to strive in the market.
And they approved.