Main Sub Section
Background
Spark Reading little books are a bunch of physical books that are on average 8 – 12 pages created for children that start at kindergarten all the way to grade 6. Each of these books aiming for the younger grades have topics relating to animals, food, plants, weather, …etc. General things that are around us for kids to learn about the world and what is around them. For the older grades, topics can be more personal or mature such as school problems, social topics or friends. The end goal of all these books are to help them improve their overall reading abilities either with the physical book copies or using this online eBook learning tool.
“The end goal of all these books are to help them improve their overall reading abilities either with the physical book copies or using this online eBook learning tool.”
The Problem
The organization Pearson Education had 1000+ physical children books that needs to be converted to digital format (eBooks) because majority of the audience are now going digtial rather than possessing physical copies. Along with the digital formatting, they also need digital assets associated with these books such as the ability for users to answer questions on what they have read, doing activities, voice recording and a closing product. The closing product is targeted for younger audiences by rewarding them in some way or format which is repeatable for their continuous participation in reading. While the organization wanted all these features, they also had a major road block such as a limited budget. This limited budget also affects a very important factor whether to go for fixed layouts (HTML pages that have a fixed design structure) of these books or complete redesign for responsive uses (mobile friendly) on various viewing devices.
The Goal
This project case study is split into 4 different parts:
-
eBook
-
eBook Activity
-
Recording Feature
-
Reward System
There are a couple of goals that need to be achieved throughout this entire project because there are many different components. They are redesign of the eBooks for responsive devices, create engaging user interfaces for questionaires within the activities and another user interface for voice recording. Lastly for the the reward system, it is to come up with some sort of a product that has repeatable usage and longevity. This product for younger students should share similar characteristics with their other entertainment products. Examples of characteristics are retain its fun nature and maintain constantly interesting to keep them login for long periods of time. All in all, the organization want this reward system to have all these all these attributes found within other products without turning the reward system into an actual game itself.
These 4 components of this project are a product by itself that requires individual way of thinking in coming up with solutions. The only data that can be used which also spans across these products is the information collected from the physical books itself being read. The books itself were tested by some of the family members to get a general information of data (eg: did they like reading it? Will they read it again? …etc) and feedback on the effectiveness of the product. This information collected is very valuable because the organization potentially can use them in the future in creating digital format versions. This data is also used to foretell if is a good idea in the continuation on extending this product’s lifespan.