NLB Overdrive

How Might We Increase eBook Readership


I leaned my cheek against the coolness of the window pane and closed my eyes, listening intently to the sound of people passing by.

How long more am I going to have to stay indoors?

Books have always had the ability to draw us into a different world, beyond our immediate circumstances. Yet, just as quickly as the COVID-19 pandemic had emerged, public libraries have been forced to shut and physically books have become possible vectors for the virus.

The Challenge of the Project

Our goal for the project was to dive into researching the users, look for opportunities that can improve the user experience on NLB's Overdrive website so that hopefully, users can still gain access into the literary world (through eBooks), a respite from these confusing times. NLB Overdrive is an online portal that users can borrow eBooks and audiobooks in conjunction with Overdrive.

The Research Process

The first step of the design process involved user interviews to uncover not only habits and behaviours but also the motivations and frustrations.

The Research Process

The Research Process

Observing the Users

We began by interviewing and observing seven users remotely, taking into account the recommendation from Jakob Nielsen’s article, Why You Only Need to Test with 5 Users suggesting that it is possible to learn about 75–99% of all usability problems from the first three to five users tested.

Interviewing the Audiences

The interview sample focused specifically on young working adults aged from 24 to 30 with different reading habits. We were cognizant of the diversity that lied even within this specified group and intentionally sought to include different races, genders and backgrounds. Most interestingly, we managed to get a colour-blind user to try the interface, and he allowed us to quite literally see the world through a different lens.

With the knowledge of what we are looking for, an interview guide was created. The interview took approximately 30 minutes and included topics to get to the core of what the user habits, motivations and pain points were. We asked several questions like:

Some Interview Questions

Some Interview Questions

Interview Findings

As part of the the research, we wanted to find out the flow of a reader into the book store. All of us mapped out our flows and merge into one as below.

Book Reader Flow in a Book Shop

Book Reader Flow in a Book Shop

Immersed Ourselves as Users

In order for us to walk in their shoes, each of us went through the process of searching, borrowing, and returning of eBooks on the NLB Overdrive website. Having experienced the website for ourselves, we could better understand our users’ feedback as they took their journeys through the website.

As we gather information from our participants and our own experience, we actively noticed what everyone saw, thought, did and felt, and mapped them into an empathy map for ease of reference.

Empathy Map

Empathy Map

Synthesising User Research

From the inputs provided by participants in our user research, data points were analysed in an Affinity Map to identify similarities/patterns n user behaviour. Ranking these broader categories by the number of observations within them, three clear "winners or priorities" surfaced:

Synthesising User Research

Synthesising User Research

Defining the Priorities

Once we identified the 3 priorities to become the basis for our redesign, we compiled the pain points and needs as follows:

Pain Points

Needs

Populating the Persona

These data points analysed and identified from previous stages in the pain points and needs. This helped us in crafting our persona.

Persona Data Points

Persona Data Points

Once we had all the information ready, a persona was developed (we named her "Sarah Lee"). Sarah Lee was created based on a sample of our respondents. Of course, this is not to say that Sarah exhaustively represents all our users — after all, many of these issues were highlighted by likely very different individual users. But for now, let’s focus on Sarah.

Persona

Persona

Mapping Out the Customer Journey

In order to focus on the experience of Sarah in a single scenario, we map out what it’s like for Sarah to find her book of interest, from the point where she enters the website, to the point where she decides to borrow the book or not.

Customer Journey Map

Customer Journey Map

Brainstorming the HMW Statements

Wherever there were dips into the red zone, we felt that we had the opportunity to intervene. We asked ourselves "How might we address these dips?"

HMW Statements

Brainstorming the HMW Statements

The team then came together to vote on the most interesting (and arguably the most poignant) core question we could work on together:

How might we recommend books based on user’s interests?

Using two main brainstorm techniques, we developed a number of ideas that could potentially solve the question described above.

Four Categories Method

Brainstorming Technique: Four Categories Method

Impossible to Possible

Brainstorming Technique: Impossible to Possible

Features We Wanted to Prototype

The brainstorming process was an invigorating experience as the team threw out all sorts of ideas some seemingly more outrageous than others. Of the many ideas, we narrowed down to 3 features we wanted to prototype:

1. Get to know the user right from the start — Sarah’s frustration seemed to stem from the unsuitability of books that were offered to her, and as a result, creating friction between Sarah and her goal of quick, online access to quality eBooks.

This could be averted if users could indicate what they want from the onset, through selecting their interested book genres. The book offerings can be customised to their preference. Imagine a homepage that recommends you only interesting books (interesting to you, that is) — this will leave a good first impression every time you visit the website.

2. Make the experience fun through gamification — We quickly realised in our UX research that not all UX issues are UI problems. Unfortunately, there is little we could do to resolve these issues beyond the UI redesign.

Therefore, we asked ourselves, is there a way we could keep people coming back even with some of the existing friction persisting? Based on our user interviews, book readers felt a sense of achievement whenever they finished reading a book. By bringing a similar element of motivatio into the NLB website, users get to earn badges based on the number and types of books they have read. This builds a sense of satisfaction, and even fosters a sense of commitment to growing in an area (our badges have levels).

3. Back cover preview — For Sarah who is constantly on-the-go, moves quickly from one thing to another, and may perhaps even somewhat impatient, she may not have time to click through a series of books to read the details. She may, however, be more inclined to swipe and quickly see the back cover of a book. Swiping as been touted to be one of the easiest (even subconscious) motions, that App Partner contributor Richard Pallardy credits it for Tinder’s success.

Moreover, the "Back Cover" concept of a physical book is familiar enough to most of us as shown in our book reader journey map below (as part of our user research), and can be easily adapted into our digital eBook experience.

Drawing the User Flow

After brainstorming for relevancy and novelty ideas, we transformed the ideas to specific functionalities, starting with a user flow diagram. With this, we were able to better understand how Sarah would interact with the website to achieve the goals she needed to.

User Flow of Sarah's Interactions

User Flow of Sarah's Interactions

Crafting the Paper Prototypes

In order to visualise the user flow better, we sketched the solutions on sheets of paper. As a group, we exchanged our views and opinions regarding the flow, as the more input we receive, the better we could shape the product.

Screen Flow

Screen Flow

Our Feature Ideas

Based on the user flow we had designed earlier, we used MarvelApp to make the wireframes dynamic and clickable, so that we’ll be able to evaluate how users engage with the proposed screens and identify sources of user error and frustration early on. Next, we created mid-fidelity screens using the Adobe XD based on the user findings and referred from the paper prototypes that we came out with.

Select Interests

Users get to select their interested book genres and the homepage will only recommend books based on them.

Select Interests
Select Interests
Select Interests

Paper Prototypes of Select Interests

The users can choose the book genres that they are interested in as shown on the mid-fidelity prototype when creating an account. There is "skip for now" for those who don’t have time for it and can set up later. Users can freely add in their other favorite genres by keying into the text bar.

Mid-fidelity Prototype of Select Interests

Mid-fidelity Prototype of Select Interests

Earn Badges

Help users to make a habit to read more by using gamification as a form of motivation. Users get to earn badges based on the number and types of books they have read.

Paper Prototype of Earn Badges

Paper Prototype of Earn Badges

There was no big update between the gamification paper prototype and mid-fidelity prototype. The yellow progress indicator around the badge expresses how far the user needs to go before hitting the next level. The book interests can still be edited on this page.

Mid-fidelity Prototype of Earn Badges

Mid-fidelity Prototype of Earn Badges

Back Cover Preview

Users will be able to view the back cover when hovering over the book recommendation in home page.

Paper Prototype of Back Cover Preview

Paper Prototype of Back Cover Preview

Mid-fidelity Prototype of Back Cover Preview

Mid-fidelity Prototype of Back Cover Preview

Usability Testing

After constructing the design and flow, We did a remote usability testing to 5 users to oversee if the new functions works or not. A task scenario with 3 tasks were given to the users:

Usability Findings

Conclusion

Overall, our proposed solution aims to:

Given more time and resources, we would like to address other "How Might We..." questions so that the end-to-end experience for the users can be improved as a whole. This may involve some major redesigning of the NLB Overdrive website, but we feel like we can be up for the challenge. More specifically, we would like for our designs to be as inclusive as possible, such as being colour-blind friendly, so that everybody can experience this public good.

Reflection

At the end of this research project, I realised that conducting insightful research is VERY important. Establishing and gaining participants’ trust while encouraging them to share their inner thoughts and feelings is not easy. After establishing the main research goals, you have to carefully translate these goals into interview questions that spark meaningful conversation without leading or biasing. You may need to ask "Why?" a couple of times.

Usability testing may seem more straightforward, but there’s much more to it than simply checking if users do or don’t understand a feature in the product. As our usability testing was done remotely, we couldn’t observe their real life struggles. For example, we wondered: did they have to scroll too much? Did they have trouble finding some buttons? These are questions that would have been more observable in person.