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UX Design for Digital Books: Creating Engaging Digital Reading Experiences

Meagan Timney
February 12, 2013

UX Design for Digital Books: Creating Engaging Digital Reading Experiences

This is my slide deck from TOCCon (Feb. 12-14, 2013).

As the publishing landscape stands at the precipice of change, authors are in a unique position to create not just “eBooks” or “screen-based books,” but holistic and integrated “digital reading experiences.” Building on Peter Meyers’ exploration of the “infinite canvas” in Breaking the Page and Craig Mod’s vision of “platforming books,” this session demonstrates why book creators (especially publishers and independent authors) need to integrate user-experience design principles into the creation of their digital publications, and how they can do so. Attendees will learn first-hand how to apply UX design strategies to the creation of “digital reading experiences,” and how to avoid some of the pitfalls. Participants will have ample opportunity to ask questions and connect with other book creators in this exploration of the future of the book.

The digital publication is a mode of visual rhetoric in which form and content are inseparable, and the creation of digital reading experiences should adhere to a modular, process-based approach that is rooted in the field of user-experience design. In the digital landscape, authors are no longer merely purveyors of content, but often must act as editors and designers as well. Authors (and their publishers) now have the opportunity to leverage web and mobile platforms, re-envision the book interface, and follow empathy-driven design principles that combine the simple pleasure of reading with multiple layers of interaction.

http://www.toccon.com/toc2013/public/schedule/detail/26747

Meagan Timney

February 12, 2013
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Transcript

  1. UX Design for Digital Books Creating Engaging Digital Reading Experiences

    Meagan Timney, Ph.D. Senior Product Designer, Blurb, Inc. [email protected] @mbtimney
  2. If digital books are essentially websites and applications –- if

    we are designing software –- then it follows that digital publishing stands to benefit from UX design methodologies.
  3. What is UX Design?  Understanding people and their relationship with

    computing  Understanding creators and their relationship with their audience  Designing based on both user and creator needs
  4. “Stories allow for the most complex of ideas to be

    effectively conveyed to a variety of people. This designed product/experience can then offer meaning and emotion for its users.” Francisco Inchauste, “Better User Experience with Storytelling – Part One.” Smashing Magazine (29. Jan, 2010).
  5. Narrative Feature UX Deliverable Characters Setting Plot Tone & Mood

    Personas Mental Models User Flows & Scenarios Visual Mock-ups
  6. “Print is a technology as much as desktop computers and

    tablets are technology. One of the qualities most natural to the user experience of print is the sense of potential completion, defined by the physical edges. It is a quality that is wholly unnatural to digital formats.” Mod, Craig. “How magazines will be changed forever” Special to CNN (October 21, 2012)
  7. What is a “Digital Book” Types: Reflowable Ebook, Fixed-Format Ebook,

    Enhanced Ebook, App Formats: EPUB, MOBI, AZW, KF8, .ibooks, PDF, HTML5 Platforms: Mobile, Desktop
  8. UX is a Holistic, Non-Linear Process Diagram of the iterative

    design and critique process. Warfel, Todd Zaki. 2009. Prototyping: A Practitioner’s Guide. New York: Rosenfeld Media.
  9. The Characters   Author   Editor   UX Designer  

    Graphic Designer   Producer   Developer   Marketer   Distributor
  10. The writer thinks of…  Audience  Genre  Narrative POV  Success Metrics

    Content Creator / Author Who am I writing for? What do I want them to get out of this experience?
  11.  Business Goals  Audience / Users  Interactions & Features  Success Metrics

    The designer thinks of… Who am I designing for? What do I want them to get out of this experience? Designer / Producer
  12. A solid objective is:  Easy to understand (avoid jargon)  Distinct

    (avoid vague statements)  Measureable (determine success using metrics) Setting Goals I want my cookbook app to reach 1m downloads by June 1st, with an average of 4 star reviews
  13. Strategy / Approach  What are your goals for the project?

     Why is your project important?  How will you determine whether it has been successful?  What approach or methodology will the project follow?  What are the major dates or milestones for your project?
  14. Agile (Modular) Design   Release a single chapter, or section

    of a book, perform usability testing and user research, and then iterate as you learn more about what readers want and how they interact with your materials.
  15. Card Sorting Give users items printed on cards, and ask

    them to put them into groups that make sense to them. Open sort: Participants create their own categories / groups Closed Sort: Users group items into preselected categories
  16. Generative Interviews Starting Points:  “Tell me about…”  “Explain your process…”

    Who should you interview?   Roles   Demographics   Experience
  17.  Delineation of user tasks, thoughts and beliefs   Use mental

    models to diagram user assumptions and processes Mental Models
  18. Steps a user takes to complete a task Subtask User

    Task Features supporting the task Mental Models
  19.  Who is your target user?  How will they use your

    product and in what context?  What basic assumptions do they bring with them?  What are their goals? Personas
  20. How would <this user> perform <this task>? What is <this

    user> going to look for in <this situation>?
  21. A blueprint of the structure and interaction of your book.

    A “Visual Content Inventory” Wireframes & Prototypes
  22. Wireframing Methods •  “Napkin” method •  Whiteboard •  Clickable Wireframes:

    – Balsamiq – Omnigraffle – Keynote •  Interactive Prototypes – Axure – Justinmind Protyper
  23. Do the design choices you make work for the message

    you want to convey, and the experience you want to provide?
  24. Design is Visual Rhetoric Visual Rhetoric: A form of communication

    that uses images to create meaning or construct an argument.