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/ Kibixy

Case study · 2024 · Graduation project · Service · Space · Brand · App

Turn reading back

into an adventure.

Kibixy is an interactive children’s library - a playful space, a character-led brand and a companion app that bring kids back to physical books.

Role

Solo · graduation project

Timeline

4 weeks · 2024

Type

Service · Space · Brand · App (UI/UX)

I did

Research · Service design · Space · Branding · UI/UX

In 30 seconds

The short version

01 · Problem

45% of the kids we surveyed read for fun only rarely. Libraries feel passive next to screens.

02 · Insight

Kids already read on screens; parents still want books. 80% would read more with interactive features.

03 · Solution

One experience in three layers: a playful space, a character-led brand and an app that leads back to the shelf.

Skip to the app ↓

01 · Why kids stopped reading

Kids still love stories. Libraries stopped competing.

2012: 38% of kids read for fun every day.

2021: just 25% - and 1 in 5 never do.

The library barely changed in between.

Source: Farshore Consumer Insights research, reported by

ReadingZone

.

In our survey, 44.8% of children read for pleasure only rarely - and more of them read on devices (35%) than in a library (15%). Libraries still offer quiet rows of shelves.

UK children aged 0-17 reading for pleasure “every day or nearly every day” vs “never”, 2012 vs 2021. Source: Farshore Consumer Insights research, reported by ReadingZone (30 March 2022).

Problem statement

Children are drifting from physical books because digital entertainment is simply more engaging - and traditional libraries offer few hands-on, playful reasons to visit.

The opportunity: if kids already live on screens, use them as the doorway - and make the library the place they want to end up.

02 · What we heard

Kids aren’t bored of stories. They’re bored of sitting still.

The tension that shaped everything: kids live on screens, parents want books. Kibixy had to use the first to get to the second.

03 · Who it’s for

Designed for kids - and the grown-ups who bring them.

Design goal

Create an interactive library that pairs traditional reading with modern technology - so every visit feels like play and builds a lifelong reading habit.

04 · The idea

Not a library with an app. One experience, in three layers.

Each layer answers a different insight - and every one of them points kids back to a book.

05 · Layer 1 · The space

Design the visit first. Then the room.

I blueprinted every step of a visit before drawing a single wall - so the space fixes the moments where families got lost.

Mood board - children’s spaces that use colour, characters and cosy nooks to invite exploration.

06 · Layer 2 · The brand

A star, a kid and the letter K. Then six friends.

From a page of pencil marks to a logo a child could draw - and a cast of characters that carries Kibixy into the space, the app and home.

04 · Final: star + kid + K = the mark, built on a grid and tested on every brand colour.

07 · Layer 3 · The app

Kids already read on screens. The iPad app walks them back to the shelf.

iPad first, for kids aged 6-10 - big enough for small hands, easy to share with a grown-up, and at home on the library kiosks. Desktop and mobile follow as ideas.

01

Home

Ellie picks one story for today (Headspace-style), and a Duolingo-style reading path leads to the week’s sticker - one big button to start.

Today card + flat scene with Ellie

Reading path → this week’s Bear sticker

Entry point · sets the playful tone

02

Discover

Kids pick a feeling - each one is a library zone with its own colour, icon and name - and get real stories that are on the shelf right now.

Six feelings = six zones (colour + icon + name)

Kibixy Classics: real public-domain stories

Answers Insight 02 · screens as the doorway

03

Book detail + map

A split view made for iPad: the book on the left, the library map on the right - with the shelf highlighted.

Live availability; “Reserve” turns into a toast, not a new screen

Zones shown by colour + icon + name, matching the signage

Answers Insight 03 · the signage pain point

04

Rewards

Challenges and a sticker book turn reading into progress kids can see - and collect for real at check-out.

Badges unlock for books borrowed, never for time in-app

Matching physical stickers at the desk close the loop

Answers Insight 01 · play is the hook

05

Ask Ellie

A kid-safe AI buddy: it suggests real books that are on the shelf, explains tricky words simply and reads them aloud.

Voice first - big mic + tap-to-ask chips

Only books, words and the library; grown-ups see every chat

New · AI that leads back to real books

Also in the app

Shown as mockups, not designed in full.

Beyond iPad · ideas for later

The same system, stretched to two more contexts.

08 · Outcome & reflection

Designing for kids is designing for the grown-ups too.

What I learned

01 · Service before screens

Blueprinting the visit showed the real pain (signage) - and the app’s best job: getting kids to the right shelf.

02 · Two users, one product

Kids need delight; parents need trust. The app splits into a kid space and a parent space for that reason.

03 · Tech should point to books

Every digital touchpoint earns its place only if it ends at a shelf.

“Kids don’t need to be told to read - they need a place that makes them want to.”

Mehnaz Basheer

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