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AdventuReads

Research, Strategy, UX, UI
 

The task was to reimagine Maurice Sendak’s Where The Wild Things Are in a new and different digital format. 

In an ever-changing world of technology, there are countless ways to receive content. The problem is regardless the content, most outlets are linear path. How can an user experience content (in this case, Where The Wild Things Are) in a new and different way? AdventuReads is a mobile application that forces the user to go out to new locations to unlock two sources of content: Where The Wild Things Are, and user submitted short stories. 

 
 

The App

The app has two sources of content; the story, Where The Wild Things Are, and user submitted short stories or creative writing. To unlock both of these sources of content, the user must go to a new location. The app uses the phone's locational services to decide where the next pieces of content can be found. 

 

view walk through prototype here

 
 
 

The Story
The story is broken down into 15 different sections, each interpreted a different way through typography and illustration. Each part of the story is unlocked at a new location. Through the phone's locational services, the app uses the user's current location to determine where the next part of the story can be unlocked. In large metropolitan areas, that can be approximately 10 to 15 city blocks. After a part of story is unlocked, it is permanently saved and can be viewed at any time, regardless of location.

 
 
 

User Submitted Content
The user can also read user submitted short stories, along with writing and submitting their own. These stories, however, are only available near the user's current location. After the user leaves that location, the stories they were browsing are no longer available. This promotes the aspect of adventure, imagination, and creativity; all themes from Where The Wild Things Are.

 
 
 

Research

Market Analysis
To find a way to deliver content, I began with research of current eReaders and digital picture books. I found most are generally a two step user experience; downloading and reading. This prompted the idea that the experience could be more progressive. The target market for the app is millennials — they're familiar with the classic story and are familiar with location based apps.

Interactive Experience
By unlocking Where The Wild Things Are at different locations, it forces the user to do two things: physically move and go out into the world, and experience a story they have heard countless times in a new way. The content is delivered based more so on the user's willing to discover it, making it interactive, like never before.

Sendak's Teachings
Where The Wild Things Are is only a 10 sentence book, prompting another question of how to keep users interested after they finish. The answer was inspired by the book itself; Sendak’s key themes are creativity and imagination. After unlocking the actual story, users can write their own short stories, and browse other user submitted short stories, that can only be read at the location they are currently at.

 
 
 
 
 
 
 

User Path

Although it is not imperative to view first, the story is the landing screen (after login/on-boarding). From there, the side navigation allows users to view the a map with their current location in order to find the next section. The navigation allows users to browse user submitted content at any time.

 
 

Illustrations

For a children's book so wildly known for it's imagery, spot illustrations were a way to tie in the classic visuals. Putting my own modern take on Sendak's illustrations seemed appropriate, based on his teachings on creativity from Where The Wild Things Are.

 
 

Branding

The brand was to reflect the aesthetic of Maurice Sendak's Where The Wild Things Are, while employing a new modern twist. For example, instead of a dark, muted green and purple which was evident in the 1964 book, the colors are more vibrant and exciting.

 
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typography
 
 
logos