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Work / Engage EdTech
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SECTIONS
00 · Cover
01 · Overview
02 · My Role
03 · The Problem
04 · The Solution
05 · Reflection
PROJECT
Engage · Destiny Discover
clientFollett
viaPhoton
roleUX Designer
domainSchool libraries
platformiPad · web
typeEdTech
THREE PILLARS
Personalize
interest survey shapes discovery
Challenge
social reading challenges
Reward
badges & insights motivate
UP NEXT
Food Safety →
guided, scored compliance
◇ 00 · Cover
CASE STUDY · PHOTON × FOLLETT EdTech · iPad

Engage: reading, turned into a game kids want to play

Destiny Discover is the platform students use to find books in their school library. Engage is the layer that makes them actually read: a personalized home, social reading challenges, and badges that reward progress. At Photon, I designed these iPad experiences for Follett. The goal was simple: get a catalog to feel less like a database and more like something worth opening.

Engage for Destiny Discover: personalize, challenge, reward
◇ 01 · Overview

Project overview

The product

Follett's Destiny Discover is the search-and-discovery front end for K–12 school libraries, where students look up titles, check availability, and browse collections. Engage extends it from a catalog into a reading experience: it personalizes what a student sees, lets them set and share reading challenges, and rewards progress with badges and insights.

The brief

Design the Engage experiences for iPad, where students actually use the library, in Destiny Discover's established visual language. The work spanned a personalized home, an interest survey that tunes recommendations, and a reading-challenge flow built to feel social rather than assigned.

DESIGN GOAL

Make a school-library platform feel less like a database to query and more like a place a student wants to come back to, by personalizing it, making it social, and rewarding the act of reading.

◇ 02 · My Role

My role

I was a UX designer at Photon, the digital product studio engaged by Follett, working on the Engage experiences for Destiny Discover. I designed the screen-level flows and interface for the personalized home, the interest survey, and the reading-challenge feature on iPad.

Like much of my later enterprise work, the craft here was designing inside an existing product: reusing Destiny Discover's components and visual language so new engagement features felt native, while introducing patterns the platform didn't have before: personalization, social challenges, and rewards.

Interface design Flows & interaction iPad / tablet layout Design within an existing system Gamification patterns
◇ 03 · The Problem

A catalog gets students to a book, then no reason to keep reading

A discovery platform is great at answering "is this book in?", and not much else. It gets a student to the catalog, but nothing about it invites them to keep reading. The challenge was to add motivation without bolting on a separate app: the engagement had to live where students already were.

GAP 01

Generic, not personal

Every student saw the same catalog. Nothing learned what a reader actually liked or pointed them at their next book.

GAP 02

Solitary, not social

Reading was a private act with no shared momentum, no friendly competition, no reason to bring a friend along.

GAP 03

No sense of progress

Finishing a book led nowhere. There was no reward, no streak, no visible sign that a student was growing as a reader.

◇ 04 · The Solution

Three moves: a survey, a personalized home, a reading challenge

Three connected moves, each answering one of the gaps: an interest survey to personalize, a home that surfaces programs and rewards, and a reading challenge that makes finishing a book a social event.

THREE PILLARS Personalize Challenge Reward
PERSONALIZE

An interest survey that tunes the whole experience

Before recommending anything, Engage asks. A grid of bold, illustrated subject tiles (Animals, Biology, Space, Adventure Fiction, Folklore) lets a student tap what they're into. It's deliberately visual and low-effort: big tap targets, friendly icons, no typing, designed for a kid on a tablet, not a form-filler.

Why it matters: a few taps turn a generic catalog into their shelf: recommendations, programs, and challenges all key off these interests.

Interest Survey: a grid of illustrated subject tiles (Animals, Biology, Space, Adventure Fiction…) a student taps to pick interests
pick-your-interests: visual, tappable subject tiles built for a kid on an iPad
REWARD

A home that rewards coming back

The Engage home leads with a featured reading program, a big, inviting hero ("Dogs and Cats: Who is Loyal?") rather than a search box, then stacks the motivators below it: Insights into a student's reading, a wall of Badges they've earned, and a countdown to the next release. It reframes the library as something with news, rewards, and a reason to return.

Why it matters: progress becomes visible. Badges and insights give finishing a book a payoff, and the featured program always offers an obvious next thing to read.

Engage home: a featured reading program hero, plus Insights, earned Badges, and a countdown to release
featured program up top; insights, badges, and a release countdown below: a library with a pulse
CHALLENGE

Reading challenges that bring a friend along

From a normal search, say every horror title, a student builds a reading challenge right inside results. A side panel lets them add titles to the challenge and invite friends, so a private reading list becomes a shared, friendly competition. The catalog and the social layer live on one screen, no mode-switching, no separate app.

Why it matters: reading gets social momentum. Challenging a friend turns "I should read more" into a game with stakes and a finish line.

Add Titles to a reading challenge from search results, with a panel to add books and challenge friends
build a challenge from search results and invite friends: discovery and social reading on one screen
◇ 05 · Reflection

How much friction a young user simply won't push through

Designing for kids is designing for clarity

Big tap targets, illustrations over labels, no typing where a tap would do. The interest survey taught me how much friction a young user simply won't push through, and how far visual, low-effort interaction goes.

Motivation is a design material

Badges, challenges, insights, and countdowns only work when they support the real goal. Every reward encouraged students to read the next book.

Add to a product without fracturing it

Engage had to feel like Destiny Discover, not a bolt-on. Reusing its components and color while introducing new patterns is a discipline I'd carry into every enterprise project after.

An early lesson in scope honesty

This was early-career work focused on the interface, not the full research-to-impact arc. It's where I started learning that a good case study is honest about what it is, and what it isn't.

FINAL REFLECTION

Engage added warmth to a practical library tool. Personalization, social challenges, and visible rewards gave students reasons to return because they wanted to read, not because they had to.

NEXT CASE STUDY
Food Safety: paper compliance, made a guided, scored system