Case study
Case study
Case study
Case study
2024
2024
2024
2024
Graduation project
Graduation project
Graduation project
Graduation project
Service · Space · Brand · App
Service · Space · Brand · App
Service · Space · Brand · App
Service · Space · Brand · App
Turn reading back
into an adventure.
Turn reading back
into an adventure.
Turn reading back
into an adventure.
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.
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.
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.
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
ROLE
ROLE
ROLE
Solo · graduation project
Solo · graduation project
Solo · graduation project
Solo · graduation project
TIMELINE
TIMELINE
TIMELINE
TIMELINE
4 weeks · 2024
4 weeks · 2024
4 weeks · 2024
4 weeks · 2024
TYPE
TYPE
TYPE
TYPE
Service · Space · Brand · App (UI/UX)
Service · Space · Brand · App (UI/UX)
Service · Space · Brand · App (UI/UX)
Service · Space · Brand · App (UI/UX)
I DID
I DID
I DID
I DID
Research · Service design · Space · Branding · UI/UX
Research · Service design · Space · Branding · UI/UX
Research · Service design · Space · Branding · UI/UX
Research · Service design · Space · Branding · UI/UX

IN 30 SECONDS
IN 30 SECONDS
IN 30 SECONDS
IN 30 SECONDS
The short version
The short version
The short version
The short version
Skip to the app ↓
Skip to the app ↓
Skip to the app ↓
Skip to the app ↓
01 · PROBLEM
01 · PROBLEM
01 · PROBLEM
01 · PROBLEM
45% of the kids we surveyed read for fun only rarely. Libraries feel passive next to screens.
45% of the kids we surveyed read for fun only rarely. Libraries feel passive next to screens.
45% of the kids we surveyed read for fun only rarely. Libraries feel passive next to screens.
45% of the kids we surveyed read for fun only rarely. Libraries feel passive next to screens.
02 · INSIGHT
02 · INSIGHT
02 · INSIGHT
02 · INSIGHT
Kids already read on screens; parents still want books. 80% would read more with interactive features.
Kids already read on screens; parents still want books. 80% would read more with interactive features.
Kids already read on screens; parents still want books. 80% would read more with interactive features.
Kids already read on screens; parents still want books. 80% would read more with interactive features.
03 · SOLUTION
03 · SOLUTION
03 · SOLUTION
03 · SOLUTION
One experience in three layers: a playful space, a character-led brand and an app that leads back to the shelf.
One experience in three layers: a playful space, a character-led brand and an app that leads back to the shelf.
One experience in three layers: a playful space, a character-led brand and an app that leads back to the shelf.
One experience in three layers: a playful space, a character-led brand and an app that leads back to the shelf.
01 · WHY KIDS STOPPED READING
01 · WHY KIDS STOPPED READING
01 · WHY KIDS STOPPED READING
01 · WHY KIDS STOPPED READING
Kids still love stories. Libraries stopped competing.
Kids still love stories. Libraries stopped competing.
Kids still love stories. Libraries stopped competing.
Kids still love stories. Libraries stopped competing.
2012: 38% of kids read for fun every day.
2012: 38% of kids read for fun every day.
2012: 38% of kids read for fun every day.
2012: 38% of kids read for fun every day.
2021: just 25% - and 1 in 5 never do.
2021: just 25% - and 1 in 5 never do.
2021: just 25% - and 1 in 5 never do.
2021: just 25% - and 1 in 5 never do.
The library barely changed in between.
The library barely changed in between.
The library barely changed in between.
The library barely changed in between.
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.
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.
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.
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).
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).
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).
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
Problem statement
Problem statement
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.
Children are drifting from physical books because digital entertainment is simply more engaging - and traditional libraries offer few hands-on, playful reasons to visit.
Children are drifting from physical books because digital entertainment is simply more engaging - and traditional libraries offer few hands-on, playful reasons to visit.
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.
The opportunity: if kids already live on screens, use them as the doorway - and make the library the place they want to end up.
The opportunity: if kids already live on screens, use them as the doorway - and make the library the place they want to end up.
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
02 · WHAT WE HEARD
02 · WHAT WE HEARD
02 · WHAT WE HEARD
Kids aren’t bored of stories. They’re bored of sitting still.
Kids aren’t bored of stories. They’re bored of sitting still.
Kids aren’t bored of stories. They’re bored of sitting still.
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.
The tension that shaped everything: kids live on screens, parents want books. Kibixy had to use the first to get to the second.
The tension that shaped everything: kids live on screens, parents want books. Kibixy had to use the first to get to the second.
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
03 · WHO IT’S FOR
03 · WHO IT’S FOR
03 · WHO IT’S FOR
Designed for kids - and the grown-ups who bring them.
Designed for kids - and the grown-ups who bring them.
Designed for kids - and the grown-ups who bring them.
Designed for kids - and the grown-ups who bring them.


Design goal
Design goal
Design goal
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.
Create an interactive library that pairs traditional reading with modern technology - so every visit feels like play and builds a lifelong reading habit.
Create an interactive library that pairs traditional reading with modern technology - so every visit feels like play and builds a lifelong reading habit.
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
04 · THE IDEA
04 · THE IDEA
04 · THE IDEA
Not a library with an app. One experience, in three layers.
Not a library with an app. One experience, in three layers.
Not a library with an app. One experience, in three layers.
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.
Each layer answers a different insight - and every one of them points kids back to a book.
Each layer answers a different insight - and every one of them points kids back to a book.
Each layer answers a different insight - and every one of them points kids back to a book.


05 · LAYER 1 · THE SPACE
05 · LAYER 1 · THE SPACE
05 · LAYER 1 · THE SPACE
05 · LAYER 1 · THE SPACE
Design the visit first. Then the room.
Design the visit first. Then the room.
Design the visit first. Then the room.
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.
I blueprinted every step of a visit before drawing a single wall - so the space fixes the moments where families got lost.
I blueprinted every step of a visit before drawing a single wall - so the space fixes the moments where families got lost.
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.
Mood board - children’s spaces that use colour, characters and cosy nooks to invite exploration.
Mood board - children’s spaces that use colour, characters and cosy nooks to invite exploration.
Mood board - children’s spaces that use colour, characters and cosy nooks to invite exploration.

06 · LAYER 2 · THE BRAND
06 · LAYER 2 · THE BRAND
06 · LAYER 2 · THE BRAND
06 · LAYER 2 · THE BRAND
A star, a kid and the letter K. Then six friends.
A star, a kid and the letter K. Then six friends.
A star, a kid and the letter K. Then six friends.
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.
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.
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.
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.
04 · Final: star + kid + K = the mark, built on a grid and tested on every brand colour.
04 · Final: star + kid + K = the mark, built on a grid and tested on every brand colour.
04 · Final: star + kid + K = the mark, built on a grid and tested on every brand colour.


07 · LAYER 3 · THE APP
07 · LAYER 3 · THE APP
07 · LAYER 3 · THE APP
07 · LAYER 3 · THE APP
Kids already read on screens. The iPad app walks them back to the shelf.
Kids already read on screens. The iPad app walks them back to the shelf.
Kids already read on screens. The iPad app walks them back to the shelf.
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.
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.
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.
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
01
01
01
Home
Home
Home
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.
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.
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.
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
Today card + flat scene with Ellie
Today card + flat scene with Ellie
Today card + flat scene with Ellie
→
→
→
→
Reading path → this week’s Bear sticker
Reading path → this week’s Bear sticker
Reading path → this week’s Bear sticker
Reading path → this week’s Bear sticker
Entry point · sets the playful tone
Entry point · sets the playful tone
Entry point · sets the playful tone
Entry point · sets the playful tone
02
02
02
02
Discover
Discover
Discover
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.
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.
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.
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)
Six feelings = six zones (colour + icon + name)
Six feelings = six zones (colour + icon + name)
Six feelings = six zones (colour + icon + name)
→
→
→
→
Kibixy Classics: real public-domain stories
Kibixy Classics: real public-domain stories
Kibixy Classics: real public-domain stories
Kibixy Classics: real public-domain stories
Answers Insight 02 · screens as the doorway
Answers Insight 02 · screens as the doorway
Answers Insight 02 · screens as the doorway
Answers Insight 02 · screens as the doorway


03
03
03
03
Book detail + map
Book detail + map
Book detail + map
Book detail + map
A split view made for iPad: the book on the left, the library map on the right - with the shelf highlighted.
A split view made for iPad: the book on the left, the library map on the right - with the shelf highlighted.
A split view made for iPad: the book on the left, the library map on the right - with the shelf highlighted.
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
Live availability; “Reserve” turns into a toast, not a new screen
Live availability; “Reserve” turns into a toast, not a new screen
Live availability; “Reserve” turns into a toast, not a new screen
→
→
→
→
Zones shown by colour + icon + name, matching the signage
Zones shown by colour + icon + name, matching the signage
Zones shown by colour + icon + name, matching the signage
Zones shown by colour + icon + name, matching the signage
Answers Insight 03 · the signage pain point
Answers Insight 03 · the signage pain point
Answers Insight 03 · the signage pain point
Answers Insight 03 · the signage pain point
04
04
04
04
Rewards
Rewards
Rewards
Rewards
Challenges and a sticker book turn reading into progress kids can see - and collect for real at check-out.
Challenges and a sticker book turn reading into progress kids can see - and collect for real at check-out.
Challenges and a sticker book turn reading into progress kids can see - and collect for real at check-out.
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
Badges unlock for books borrowed, never for time in-app
Badges unlock for books borrowed, never for time in-app
Badges unlock for books borrowed, never for time in-app
→
→
→
→
Matching physical stickers at the desk close the loop
Matching physical stickers at the desk close the loop
Matching physical stickers at the desk close the loop
Matching physical stickers at the desk close the loop
Answers Insight 01 · play is the hook
Answers Insight 01 · play is the hook
Answers Insight 01 · play is the hook
Answers Insight 01 · play is the hook


05
05
05
05
Ask Ellie
Ask Ellie
Ask Ellie
Ask Ellie
A kid-safe AI buddy: it suggests real books that are on the shelf, explains tricky words simply and reads them aloud.
A kid-safe AI buddy: it suggests real books that are on the shelf, explains tricky words simply and reads them aloud.
A kid-safe AI buddy: it suggests real books that are on the shelf, explains tricky words simply and reads them aloud.
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
Voice first - big mic + tap-to-ask chips
Voice first - big mic + tap-to-ask chips
Voice first - big mic + tap-to-ask chips
→
→
→
→
Only books, words and the library; grown-ups see every chat
Only books, words and the library; grown-ups see every chat
Only books, words and the library; grown-ups see every chat
Only books, words and the library; grown-ups see every chat
New · AI that leads back to real books
New · AI that leads back to real books
New · AI that leads back to real books
New · AI that leads back to real books
ALSO IN THE APP · SHOWN AS MOCKUPS, NOT DESIGNED IN FULL
ALSO IN THE APP · SHOWN AS MOCKUPS, NOT DESIGNED IN FULL
ALSO IN THE APP · SHOWN AS MOCKUPS, NOT DESIGNED IN FULL
ALSO IN THE APP · SHOWN AS MOCKUPS, NOT DESIGNED IN FULL

BEYOND IPAD · IDEAS FOR LATER
BEYOND IPAD · IDEAS FOR LATER
BEYOND IPAD · IDEAS FOR LATER
BEYOND IPAD · IDEAS FOR LATER
The same system, stretched to two more contexts
The same system, stretched to two more contexts
The same system, stretched to two more contexts
The same system, stretched to two more contexts

08 · OUTCOME & REFLECTION
08 · OUTCOME & REFLECTION
08 · OUTCOME & REFLECTION
08 · OUTCOME & REFLECTION
Designing for kids is designing for the grown-ups too.
Designing for kids is designing for the grown-ups too.
Designing for kids is designing for the grown-ups too.
Designing for kids is designing for the grown-ups too.
WHAT I LEARNED
WHAT I LEARNED
WHAT I LEARNED
WHAT I LEARNED
01
01
01
01
Service before screens
Service before screens
Service before screens
Service before screens
Blueprinting the visit showed the real pain (signage) - and the app’s best job: getting kids to the right shelf.
Blueprinting the visit showed the real pain (signage) - and the app’s best job: getting kids to the right shelf.
Blueprinting the visit showed the real pain (signage) - and the app’s best job: getting kids to the right shelf.
Blueprinting the visit showed the real pain (signage) - and the app’s best job: getting kids to the right shelf.
02
02
02
02
Two users, one product
Two users, one product
Two users, one product
Two users, one product
Kids need delight; parents need trust. The app splits into a kid space and a parent space for that reason.
Kids need delight; parents need trust. The app splits into a kid space and a parent space for that reason.
Kids need delight; parents need trust. The app splits into a kid space and a parent space for that reason.
Kids need delight; parents need trust. The app splits into a kid space and a parent space for that reason.
03
03
03
03
Tech should point to books
Tech should point to books
Tech should point to books
Tech should point to books
Every digital touchpoint earns its place only if it ends at a shelf.
Every digital touchpoint earns its place only if it ends at a shelf.
Every digital touchpoint earns its place only if it ends at a shelf.
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.”
“Kids don’t need to be told to read - they need a place that makes them want to.”
“Kids don’t need to be told to read - they need a place that makes them want to.”
“Kids don’t need to be told to read - they need a place that makes them want to.”
Mehnaz Basheer
Mehnaz Basheer
Mehnaz Basheer
Mehnaz Basheer