Boksy App

Ebook & Audiobook app

TL,DR

Problem

Aplication for adults & kids for e-books / audio books starting in 2021 in Sweden and later in North Macedonia. After 2 years of existence, our data showed that fewer kids profiles are created, while the entire application as a whole is not sufficiently understandable (both with UX/UI).

Solution

An application that simplifies the use of the application when reading and listening, with a primary emphasis that there is also a kids profile, adding new & improving olds features for better experience.

Results

After the launch of the application in October 2023, the number of users increased by 130%, from 250 users we reached 650 users within 2.5 months.

Background

After I was appointed to the position of lead designer at Boksy, the cooperation with the data team was initiated to see what data indicates why the application is not used in certain parts and what are the main problems that our users face, previously some questions were already carried out to the users from which we draw conclusions, but the data itself gave us enough strong information to see where we can improve.

After the extensive research and the data we had, we made a Miro board in which we organized the whole work so that we could start with the redesign of the application itself.

Understanding the problem and limitations

After we understood which things are practically a "problem" in the application itself, we moved on to the part of organizing and distributing the responsibilities for the redesign process itself.

Limitations were also part of the initial planning part of the new design work (4 designers, later we remained 3), where the development company is outsourced and with limited resources and capacity.
After we got the green light, we divided the work into 4 phases, 1. research, 2. crazy8 workshop, 3. designing and prototyping, 4. user testing.

1. Research

The first thing we did in the research section was a competitive analysis (currently such an analysis is done nonstop, but this time it was very thorough), reading habits of our target group (occasional readers), analysis of the data that was available to us according to the built-in elements in the application itself, research on how kida and adults use this type of application, and organize all this material in Miro board.

2. Crazy8 workshop

After we organized all findings in Miro board, as the lead designer suggested to perform the crazy8 workshop, which is an integral part of the design sprint process, but because we had already defined frameworks from the other analyzes, a full design sprint was not needed, but only one module called crazy8.

The whole module lasted 8 hours and in those 8 hours we worked out a number of different ideas for each part of the design we needed,

4 designers x 8 designs, within 8 minutes = 32 designs We used this module to get designs for all parts of the designs, cards, home page, kids profile, self challenge, wishlist... After we had all the necessary designs drawn on paper, we decided to go with two proposed versions of the app design, (based on the sailboat technique) which will later be presented to the authorities and users from that we will get one application that will satisfy the needs of the users.

3. Designing and prototyping

After the session with authorities and users, we had chosen design in front of us and we've continued to build Boksy in the direction of how we want it to be most user-friendly for our users

3.1 Icon designing

All the icons in the application are drawn by us to be consistent and have beautiful and clearly visible edges, because during recent user testing we found that some icons were not clear enough for the users.

3.2 Animations

To be more user-friendly aplication we decide to use micro-animations on particular things like wishlist, level downgrade, fast readig cheat, switching to kids.

3.2 Gamification

In order to encourage users to use the application, we introduced gamification during usage. Each read book awards users with points, which can later be converted into Boksy coins. This functionality not only enhances the user experience but also motivates users to engage and continue exploring the wealth of literary works through our application. With the same Boksy coins, users can then choose one of the offered options in the marketplace for product exchange."

User testing

With the new redesign framework already in place, the primary focus shifted to user testing to gather pertinent data on the look and direction of the redesign. Additionally, a workshop was conducted in collaboration with the Swedish company Groth Hackers to enhance our application's market presence in Sweden. During this workshop, the proposed redesign was presented and discussed, constituting a valuable component of our user testing efforts. A total of 10 individuals participated in the testing, providing substantial insights on necessary adjustments to ensure a fully functional application.

Development phase

While redesigning the new application, constant communication with the development team was maintained regarding desired features and enhancements to existing ones. Once the comprehensive design was approved, and all stages of the UX process were successfully navigated, we transitioned to the development phase using the agile methodology. This involved two-week sprints with all teams collaborating from May to the end of September. The new application was successfully launched in early October 2023..

User experience decisions

From the outset, our focus was on enhancing the app's intuitiveness compared to the current version. In the existing version, the explore mode (unpaid version) restricts access to only 3 complete books, with the rest being locked. The innovation in the new version lies in providing access to all books and audiobooks, albeit with a minor restriction to the initial pages or minutes, employing a 'hook method' to engage users with each book.
Recognizing the significance of the search engine, a vital component of the application, the entire menu revolves around it. In the improved version, the search engine takes a central position, making it easily accessible for users. Unlike the current version, which loads significantly at the start due to numerous books on the home page, the new version categorizes most books under search. This minimizes the load on the home page, and the redesigned search feature ensures a fresh and user-friendly experience.

User interface decision

Adhering to the principles of UX Law, we ensured that all design decisions were rooted in widely accepted and established UX Laws. Starting from the home page, we prioritized visibility of the switch element to access the child profile—an essential feature for the application. Moving through the subsequent sections, the first category focuses on user-selected interests, tailoring book recommendations accordingly, leading up to the final section dedicated to games.

Learnings

This was a significant project where I had the privilege to serve as the UX lead, providing me with invaluable insights into leading a project from its inception to completion. Here are some key lessons I gleaned from this experience that will prove crucial for my future endeavors.

Dependencies

In navigating uncharted territories, the team occasionally had to step on other people's toes to ensure timely completion. Close collaboration with developers proved to be crucial throughout the entire process. Redesigning certain features demanded a considerable investment of time and energy, underscoring the importance of effective work management at every stage.

Team motivation

This builds on the former points. Inaccurate work estimation and domain overlap emerged as the primary challenges. These factors led to a loss of motivation among some team members. Recognizing the seriousness of this issue is crucial, as a demotivated team is significantly less efficient than a content one. Accurate scoping of the work and having a proactive driver could have mitigated the impact.

Clear Business goals

I sensed that if the business goals were communicated in advance, we could have reduced the amount of guesswork. The project goals should have been an integral part of the brief rather than emerging as one of the project deliverables. This resulted in significant groundwork before we could envision the project's visual aspects. On the flip side, the absence of predefined project goals allowed us to explore avenues we might have otherwise overlooked. It was an enjoyable and challenging experience. However, the absence of any constraints besides time tended to induce a sense of paralysis.

Моre about the project

More about this project can be demonstrated through the presentation I have prepared, which lasts approximately 15-20 minutes.