
READR- A mobile platform that turns independent reading into a social, experience for students in grades 6–12.

Reading... but make it social!
Role: Research · UX · UI · Prototyping Platform: Mobile app · iOS & Android Timeline: Jun 2026– Present
WELCOME TO READR
PROBLEM STATEMENT
2024
National 12th-grade reading scores hit their lowest recorded average, per NAEP — while text complexity keeps climbing from grades 6–12.
There is often a shift in voluntary student engagement with literature in secondary education. Many middle and high school students see reading as a requirement rather than a social activity. “READR” aims to bridge social interactivity with reading, and demonstrate how community, and digital engagement can increase motivation.
RESEARCH PLAN
Understanding how students find, choose, and abandon books.
RESEARCH QUESTIONS
01 How do students currently discover books?
02 What motivates students to read?
03 How do students interact with reading communities?
04 What makes students abandon reading platforms?
METHODS
140
140
PARTICIPANTS
STUDENTS AGE 11-18
EDUCATORS & ADMINISTRATORS
RESEARCH FINDINGS
What students told us.

"If my friends were reading the same book, I'd probably be more interested in it."
Student, Grade 10
Finding: students want social accountability

"Sometimes I want to read something, but I don't know what book to pick. There are too many choices."
Student, Grade 7
Finding: discovery is overwhelming

"I wouldn't want to talk to random adults. I'd rather talk to people around my age."
Student, Grade 10
Finding: students want low-pressure, age-appropriate interaction
THE OPPORTUNITY
How might we make reading more engaging for middle and high school students by combining personalized book discovery, social connection, reading motivation, and safe digital communities?
BRAND VISION

PROTOTYPE 1-
ONBOARDING SCREEN USABILITY TESTING
The interactive READR onboarding prototype is designed to test how easily students understand, navigate, and complete the initial setup process, including account creation and reading preferences. Usability testing will identify confusion points, navigation friction, accessibility barriers, and abandonment risks while evaluating whether the onboarding experience feels clear, engaging, and age-appropriate for students in grades 6–12.
THE LOGO
LOGO ALTERNATIVE
THE ICON



The READR logo is designed to be fun, playful, and instantly recognizable, reflecting the excitement of sharing stories with friends. The bold, approachable typography and speech bubble-inspired iconography symbolize conversation, collaboration, and the social connections that make reading feel like a shared adventure rather than a solitary activity.
TYPOGRAPHY
RD
GRETOON HIGHLIGHT
ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
RD
POPPINS
ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
RD
GOOGLE SANS
ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz
COLOR PALETTE
BRAND
APPLICATION
SCREEN INTERACTIONS
MOCKUPS
BANNERS
LANDING PAGES
LOGO ANIMATIONS
APP BUTTONS







