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Bookaro

HCI Coursework · University of Greenwich
ProjectEvidence-based HCI design of a gamified reading app for children aged 6–10 that turns reading into an interactive quest using progress tracking, mascot feedback, and reward-based challenges
TypeAcademic · COMP1649 Human-Computer Interaction
Year2025–2026
TeamSolo
My Role

UX Researcher & Interaction Designer

Responsibilities
  • Conducted an annotated literature review of 6 peer-reviewed HCI and educational technology papers, grounding every design decision in empirical evidence rather than assumption
  • Designed and prototyped a complete mid-fidelity interaction model in Axure RP 11 across 9 screens, applying Norman's 5 design principles systematically throughout the interface
  • Proposed and designed a mixed-methods A/B research study to validate the core hypothesis: that emotional mascot feedback and visible progress indicators significantly improve reading motivation in children
Key decisions
  • Delayed badge reward animation by one second after quiz completion. Testing revealed that immediate pop-ups short-circuited the sense of achievement; the deliberate pause created a more emotionally satisfying transition aligned with emotional interaction design principles (Bai et al., 2022)
  • Simplified bottom navigation from 7 to 4 elements after internal review revealed that icon density was increasing cognitive load for the target age group, a direct application of Norman's constraints principle
Layer 01

Strategic Impact

/ for the strategist

National Literacy Trust data shows a consistent decline in reading for pleasure among children, with digital entertainment competing for the same attention window. Bookaro reframes the problem: reading isn't failing because books are boring, it's failing because the digital reading experience doesn't meet children where they are.

6
Peer-reviewed papers: evidence base across gamification, HCI, and educational technology
9
Screens: fully interactive Axure RP 11 mid-fidelity prototype covering the complete user journey from splash to reward
5
Norman design principles applied and documented across every screen: visibility, feedback, constraints, consistency, affordance
Layer 02

Process

/ how it was built
01
Research

Annotated bibliography of 6 peer-reviewed papers across Self-Determination Theory, gamified literacy, and emotional interaction design for children; every design assumption mapped to a specific citation

02
Conceptualise

Defined 5 guiding design assumptions based on literature; mapped core interactions using Rogers, Sharp & Preece's interaction typology; developed a 5-frame emotional-arc storyboard before touching the prototype tool

03
Prototype

Built mid-fidelity prototype in Axure RP 11 across 9 screens with interactive transitions, animated mascot feedback loops, and visible progress mechanics

04
Iterate

Two documented iterations: reduced bottom navigation from 7 to 4 elements to lower cognitive load; introduced 1-second badge animation delay to strengthen the emotional effort-to-reward transition

05
Propose Study

Designed a rigorous mixed-methods A/B research study for 6–10 child participants using the ACTIF framework: task observation, emoji-based Likert scales, and structured post-session interviews

Layer 03

Interface & Friction

/ for the UX director
HoverTap a feature to X-ray the system beneath

The core design challenge: an interface for users who didn't choose to be there. Every friction point (selecting a book, understanding a word, finishing a chapter) had to be replaced with a moment of delight without overwhelming young readers cognitively.

Layer 04

Visuals

/ screens & frames
Reading zone, vocabulary
Reading zone: encouragement
Gamification loop
Home, library and profile
Layer 05

System Architecture

/ for the engineering lead
./bookaro · stack manifestBUILD mid-fi
PrototypeAxure RP 11, interactive mid-fidelity with transitions and micro-interactions
Screens9: Splash · Home · Library · Reading · Vocabulary Pop-up · Quiz · Quiz Complete · Badge Unlocked · Progress · Profile
FrameworkNorman's 5 principles · Self-Determination Theory · Flow Theory
Evidence Base6 peer-reviewed papers: Li & Chu (2020), Wang et al. (2024), Schiele et al. (2024), Liu et al. (2024), Bai et al. (2022), Chen (2022)
Proposed StudyA/B mixed-methods · 6–10 participants aged 6–10 · ACTIF framework · emoji Likert scales + structured interview
What worked

Grounding every design decision in literature made iteration faster and more defensible. When a choice was questioned during peer review, I could cite a specific paper rather than intuition. The 5-frame storyboard proved its value: defining the emotional arc before prototyping prevented the common trap of designing for function before feeling.

What I'd do differently

I initially designed from adult cognitive assumptions. It was only after re-reading child-computer interaction literature that I realised my early navigation imposed adult mental models on young users. Starting with child-specific HCI research before general UX principles would have saved significant rework.

What's next

Build the working React Native prototype; integrate an adaptive reading level system that adjusts vocabulary support based on word-lookup frequency per session; conduct the proposed A/B study with real child participants to validate the emotional feedback hypothesis empirically.