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UX Design Case Study · Kingston University CI7801

Imagine As You Read — Designing an AI-Powered Immersive Reading Companion

Transforming passive, text-only reading into a dynamic visual experience — using Generative AI and AR/VR, with the reader always in control.

Lean UX User Research Generative AI AR / VR Mobile-First Accessibility
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Project Details

Ganesh Suresh Javhare

UX Researcher & Designer

2025–2026

Lean UX

01 — Overview

The Challenge & The Solution

Reading is declining — not because stories matter less, but because text-only formats aren't meeting readers where they are cognitively and visually.

The Core Problem

Digital tools digitised text without transforming the reading experience

Existing reading platforms preserve the very problem they claim to solve. Readers who struggle to visualise scenes, sustain focus, or emotionally connect with narrative — particularly visual learners, students, and attention-challenged individuals — have no meaningful support beyond the same wall of text, now on a screen.

The Design Solution

AI-generated visuals, on demand, under the reader's control

"Imagine As You Read" is a mobile-first reading companion that uses Generative AI to transform selected text into contextual visual scenes — user-triggered, non-intrusive, and designed to support imagination without ever replacing the act of reading itself.

Think

Research & Ideation

  • Literature review
  • User interviews (n=8)
  • Survey (n=66)
  • Affinity mapping
  • Competitor analysis
  • Assumptions mapping
Make

Design & Prototype

  • Card sorting / IA
  • User flows
  • Lo-Fi paper prototype
  • Mid-Fi digital prototype
  • Hi-Fi Figma prototype
  • Accessibility review
Check

Test & Validate

  • Lo-Fi prototype testing
  • Mid-Fi usability testing
  • Hi-Fi usability testing
  • Hypothesis validation
  • Weighted scoring
  • Qualitative feedback

"The most important design decision was the one I didn't make — choosing not to make visual generation automatic, resisting the temptation to showcase AI capability. Research consistently and emphatically said: give users control."

02 — Research & Discovery

What the Data Revealed

A mixed-methods approach — combining qualitative depth with quantitative breadth — to ensure design decisions were grounded in real user behaviour, not assumptions.

8
Semi-structured interviews conducted
66
Survey responses collected
77%
Find visuals significantly helpful for comprehension
50%
Preferred text with optional visuals — not automatic
Methodology
🎙

Semi-Structured Interviews

8 participants screened and interviewed using an 11-question open-ended script. Moved from surface reading habits to deep emotional territory — the precise moment a reader loses focus or hits cognitive friction.

📋

Quantitative Survey

66 responses across students and working professionals. Captured reading frequency, device usage, attitudes toward visual content, and openness to AI and AR features. Validated patterns at scale.

🗂

Literature Review

Reviewed cognitive load theory, visual learning research, digital reading behaviour, generative AI capabilities, and existing AR/VR educational applications to ground hypotheses in evidence.

🔍

Competitor Analysis

Mapped Wonderscope, Google Learn Your Way, Microsoft Copilot, and Google Gemini against 8 dimensions to identify the precise gap "Imagine As You Read" was designed to fill.

Key Qualitative Findings
Finding 01 — The Overwhelmed Student

Students reported hitting a cognitive wall with text-heavy academic content — not from lack of ability, but from lack of visual scaffolding to anchor abstract concepts.

Finding 02 — The Disconnected Reader

Young adults who loved fiction lost their reading thread mid-chapter because digital environments fractured attention. The story wasn't the problem — the context was.

Finding 03 — Notifications as Cognitive Disruptors

6 of 8 interview participants named mobile notifications as their primary reading disruptor. The interface itself was rarely the problem — the surrounding environment was.

Finding 04 — Control Over Automation

Users were curious about AI-assisted reading but consistently cautious. The defining concern: "I don't want something interrupting my focus." User-triggered always outperforms automated.

Finding 05 — Screen Fatigue is Underreported

5 of 8 participants reported eye strain or screen fatigue — a barrier that existing digital reading tools largely ignore in their feature design.

🗂

Affinity Diagram

Observations clustered into 5 themes: Reading Behaviour, Visual Cognition, Digital Engagement, Generative AI, and AR/VR.

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🃏

Card Sorting Results

Mental model mapping that directly shaped the app's Information Architecture and mode structure.

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Wonderscope
AR storytelling, engaging for children, strong imagination support
Predefined content only; no dynamic text-to-visual generation; limited to children
Google Learn Your Way
GenAI-powered; alternative visual representations; educational depth
Education-only; no AR/VR; visuals not integrated into continuous reading flow
Microsoft Copilot
Powerful text-to-image; strong contextual understanding; fast generation
Not reading-centred; requires manual prompting; disrupts reading flow
Google Gemini
Multimodal; strong semantic understanding; flexible content generation
Task-based, not reading-centred; no immersive interface; not embedded in long-form reading

No competitor integrated real-time text interpretation, generative visualisation, and reading-focused UX in a single product. This was the gap "Imagine As You Read" was designed to fill.

03 — User Personas

Three Distinct Readers, One Shared Need

Evidence-based archetypes built from interviews, surveys, and literature — not invented profiles, but real patterns observed in the research data.

V
Vishnu
Student, 22–25 · The Overwhelmed Reader
"I don't want reading to feel harder — I just want a bit of help imagining things when I need it."
Goals
  • Understand complex material more quickly
  • Stay focused during long digital sessions
  • Make reading feel less cognitively overwhelming
Pain Points
  • Notifications shatter reading context instantly
  • Struggles to visualise abstract concepts from prose
  • Resents any visual that interrupts reading flow
  • Finds most digital tools either too basic or too distracting
J
Josh
Young Professional, 28–32 · The Disconnected Reader
"I love stories, but digital reading just doesn't pull me in enough."
Goals
  • Re-establish reading as a genuine leisure habit
  • Visualise scenes and narratives more vividly
  • Find a tool that fits naturally into commuting
Pain Points
  • Digital text feels flat compared to podcasts and video
  • Loses interest in long-form content mid-way
  • Doesn't want complexity — just story-enhancing support
  • Switches media formats out of boredom, not choice
E
Emma
Student, 18–22 · The Anxious Visual Learner
"I understand things better when I can see them, not just read about them."
Goals
  • Feel confident tackling difficult academic subjects
  • Tools that reduce cognitive stress, not add to it
  • Stay focused without burning out during study
Pain Points
  • Dense historical/scientific content genuinely difficult to retain
  • Switches apps when overwhelmed — avoidance as coping
  • Boring or complex study apps actively discourage use
  • Needs predictable, calm UI — surprise changes increase anxiety

04 — Design Approach

From Insights to Architecture

Every structural decision traces directly to a specific research finding. The design rationale is as important as the design itself.

Core Design Principle

Progressive Disclosure — Users Always Feel in Control

The IA was structured around a single governing principle: users should always feel in control of how deep they go. This meant separating the experience into clearly defined modes rather than layering everything onto one interface. Survey data showed 50% of users explicitly wanted "text with optional visuals." Burying visual features inside reading mode would have violated their primary expectation.

MoSCoW: Cutting With Intention

MoSCoW prioritisation was applied ruthlessly to prevent feature bloat — which would have directly contradicted the core research insight that users wanted simplicity and control. The "Won't Have" list was as important as the "Must Have" list. Each item on it represented a real assumption that testing could not yet validate.

Information Architecture
Home / Library
Library
Books, History, Saved
Read Mode
Text-first, minimal
Visualise
AI visuals, on demand
Immersive
AR/VR, opt-in only

AR/VR features surface only after user engages with core reading → prevents cognitive overload for new users

MoSCoW Priority Split
Must Have User-triggered visuals · Disable at any time · Side-panel display · One visual maximum · Clean interface
Should Have Intensity controls · Diagram visuals · Regenerate/dismiss · Study vs Leisure modes
Won't Have Always-on AR/VR · Cinematic animations · Auto visuals without consent · Gamification
🗺

Information Architecture Diagram

Full IA map showing Library, Reading Mode, Visualise Mode, Immersive Mode, and Settings hierarchies.

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➡️

User Flow Diagrams

Onboarding flow and Home Screen feature flow — showing every branch and return path to reading state.

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⚖️

Assumption Prioritisation Matrix

Risk vs. value matrix plotting user and business assumptions to identify what to test first.

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🎯

Bull's Eye Diagram

Feature prioritisation — core value centre ring vs. future enhancements vs. out-of-scope items.

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Key Hypotheses Tested
H1 We believe increased reading engagement will be achieved if students attain improved understanding of complex material with optional AI-generated visuals triggered during reading.
H2 We believe longer reading session time will be achieved if students and professionals attain sustained focus and reduced distraction with user-controlled text-to-visual generation.
H3 We believe improved comprehension and retention will be achieved if visual learners attain clear mental imagery with concept-based visuals such as diagrams and simplified representations.
H5 We believe increased user trust will be achieved if academic readers attain confidence that visuals support rather than replace reading with visual intensity controls and dismiss/regenerate options.
H9 We believe greater user control will be achieved if students attain a sense of autonomy during reading with manual activation of visual features.

05 — Prototyping

Three Fidelity Levels, One Consistent Philosophy

Each prototype level was designed to answer specific, bounded questions — not to demonstrate completeness, but to validate one layer of assumption at a time.

Stage 1
Wireframes
Concept sketches & layout exploration
Stage 2
Lo-Fi Paper
Hand-drawn interaction model testing
Stage 3
Mid-Fi Digital
Navigation & flow validation
Stage 4
Hi-Fi Figma
Full visual & interactive simulation
✏️

Wireframes — Sketching the Concept

Initial concept sketches exploring the core layout patterns — text-first reading experience, mode-switching architecture, and the side-panel visual placement that became the defining structural decision of the project.

📄

Home Screen Wireframe

Layout exploration for the central library hub and navigation architecture

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📄

Reading Mode Wireframe

Text-first layout with side-panel visual zone placement and minimal chrome

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📄

Mode Transition Wireframe

Read → Visualise → Immersive mode switching flow and progressive escalation

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✍️

Lo-Fi Paper Prototype — Testing the Concept, Not the Pixels

Paper prototypes created psychological safety — participants gave honest feedback because it was clearly unfinished. The goal was to validate whether user-triggered visual generation made intuitive sense, not whether the button colour was right.

📝

Lo-Fi Paper Prototype — Screens 1–8

Home, Onboarding, Text-to-Visual interaction, Mode switching, Settings, Immersive entry

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📝

Lo-Fi Paper Prototype — Screens 9–16

Visual Mode panel, Regenerate/Dismiss flow, Reading Mode return, Accessibility settings

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Key discovery from Lo-Fi testing: users immediately looked for a way to dismiss a generated visual. The "dismiss/regenerate" control — which became a core feature — was discovered here, not designed in advance.

🖥

Mid-Fi Digital Prototype — Testing Interaction Logic

Grayscale digital layouts with realistic content placeholders. Validated navigation flows, mode-switching behaviour, and visual control comprehension. Participants found mode transitions more intuitive than expected — the separation of modes as distinct "spaces" mapped well to their mental models.

🖥

Mid-Fi — Reading Mode

Text layout, scroll behaviour, bookmarking, and the AI visual trigger placement

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🖥

Mid-Fi — Visualise Mode

Side-panel visual zone, intensity toggle, regenerate/dismiss controls

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🖥

Mid-Fi — Immersive Mode

AR/VR entry flow, mode switching, pause/disable controls

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Mid-Fi testing revealed that participants wanted finer-grained visual intensity control than the initial three-state toggle provided — directly shaping the slider design in the Hi-Fi prototype.

Hi-Fi Figma Prototype — The Full Experience

A complete, realistic simulation covering 5 critical user flows. Full colour, typography, micro-interactions, WCAG 2.1 AA accessibility compliance, and ethical AI transparency indicators built in at every visual generation point.

🎨

Hi-Fi — Onboarding & Library

Registration, welcome screen, reading mode entry, library view with search and history

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🎨

Hi-Fi — Core Reading & Visual Loop

Read Mode → AI visual trigger → side-panel generation → dismiss/save → return to reading

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🎨

Hi-Fi — Visualise & Immersive Modes

Visual slider control, style selection, AR/VR progressive entry, contextual prompt

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🎨

Hi-Fi — Settings & Accessibility

Font scaling, contrast themes, AI transparency indicators, user preference controls

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🎨

Hi-Fi — Scan Text Feature

Physical text digitisation via camera, feeding directly into the visual generation pipeline

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View the interactive prototype in Figma → Open Figma Prototype →

06 — Usability Testing

Validating With Real Users at Every Stage

Usability testing was conducted across all three fidelity levels, with a structured quantitative scoring approach applied to the Hi-Fi prototype.

3
Rounds of usability testing (Lo-Fi, Mid-Fi, Hi-Fi)
4
Hi-Fi participants with structured scoring
0.75
Task success threshold (weighted composite score)
Weighted Scoring Formula
50%
Time efficiency weight
25%
Error count weight
25%
Assistance incidents weight
<0.75
= Task passed
Participant Task Time Errors Assistance Final Score Result
P1 Enable Visual Mode 32s 0 0
0.32
✓ Pass
P2 Enable Reading Mode 45s 1 0
0.575
✓ Pass
P3 Scan Text Feature 40s 1 1
0.65
✓ Pass
P4 Immersive Mode Testing 55s 2 1
0.925
✗ Fail
📸

Usability Testing Session Photos

Participant interaction photos and screen recordings from Lo-Fi, Mid-Fi, and Hi-Fi testing rounds

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📊

Hypothesis Prioritisation Canvas

Risk vs. value matrix used to determine which hypotheses to validate first during testing phases

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Emotional Friction — Relief

Participants expressed unprompted relief when visual generation was confirmed as optional. Several noted they'd feared the app would "take over" their reading experience.

Emotional Friction — Control

The "dismiss visual" control was used enthusiastically across all participants — not because visuals were bad, but because users needed to know they held the override.

Emotional Friction — Literalness

One participant noted AI-generated imagery was occasionally "too literal." This signals a future need for visual style controls — realistic vs. abstract vs. symbolic interpretation.

07 — Design Iterations

Before vs. After — Evidence-Driven Changes

Every design revision traces directly from a specific friction point observed in testing. No change was made from opinion — only from observed user behaviour.

1

Immersive Mode — Discoverability Failure

Before — The Problem

Immersive Mode was accessible via the mode switcher — equally weighted alongside Read and Visualise modes, with no contextual prompt. P4's task failure (score 0.925, exceeding the 0.75 threshold) revealed users didn't encounter it naturally. They had to actively hunt for it.

After — The Fix

Immersive Mode entry was repositioned as a progressive enhancement — surfaced after a user had generated at least one AI visual, with a gentle contextual prompt: "Want to step inside this scene?" This aligned the interaction with the natural user journey: text → visuals → immersion in sequence.

2

Visual Intensity Controls — Granularity Gap

Before — The Problem

The initial three-state toggle (Off / Low / Medium) felt binary in practice. Mid-Fi testing revealed participants wanted to communicate how much visual support they needed — not just whether it was on or off. Most users either fully enabled or fully disabled it.

After — The Fix

Replaced with a continuous slider with labelled reference points (Off → Subtle → Moderate → Rich), supplemented by a preview thumbnail showing what the current intensity setting would look like before committing. This converted an abstract control into a concrete, previsualisable decision.

3

Visual Dismissal — The Missing Escape

Before — The Problem

The Lo-Fi prototype had a "generate visual" trigger but no visible "dismiss" or "regenerate" control. These were in the backlog but not yet surfaced in the UI. Participants immediately and instinctively looked for a way to remove a visual they didn't like or that felt inaccurate — a behaviour that hadn't been explicitly designed for.

After — The Fix

A persistent two-action control bar — "Regenerate" and "Dismiss" — always visible beneath every generated visual. The "Save" option appeared only after a user had kept the visual for 5 seconds, preventing accidental saves while supporting intentional library-building. Trust is built through control.

🖼

Lean UX Canvas — Iteration 1

Early canvas showing initial assumptions, solutions, and business outcomes before hypothesis testing

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🖼

Lean UX Canvas — Iteration 2

Refined canvas with validated hypotheses, updated solutions, and sharpened business outcomes

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08 — Outcomes & Reflections

What the Project Proved — and Where It Goes Next

Three of four usability tasks passed. One failed — and produced the most valuable insight of the entire project.

Hypothesis H1 — Validated ✓

Optional, user-triggered AI visuals improve perceived engagement without significantly raising cognitive load. Supported by three successful task completions and consistent qualitative feedback across all testing rounds.

Hypothesis H5 — Validated ✓

User control over visual intensity and dismissal is essential for trust. Confirmed by how immediately and unprompted participants reached for dismissal controls in every single testing session.

Hypothesis H9 — Validated ✓

A text-first, mode-based architecture supports diverse reading contexts. Validated by how naturally participants switched between Read and Visualise modes without confusion or instruction.

Personal Takeaways
The most important decision was the one I didn't make

Choosing not to make visual generation automatic — resisting the temptation to showcase AI capability — was the decision that made the product trustworthy. Research said give users control. Following that finding was the right call.

Lean UX is only as good as your hypothesis discipline

The moments where the project was weakest were the moments where I was tempted to treat an assumption as a confirmed insight. The hypothesis-first structure of Lean UX provided the guard rail that kept design decisions honest.

Low-fidelity testing is genuinely irreplaceable

The dismissal control that became a core feature of the Hi-Fi prototype was discovered during paper testing. If I had waited until digital wireframes, I would have built the wrong thing with significantly more effort.

Limitations Acknowledged
Small Hi-Fi sample

4 participants is sufficient for hypothesis validation but insufficient for statistical confidence. Wider demographic testing — children, non-native readers — would strengthen findings substantially.

AR/VR at prototype level only

Real-world AR/VR performance, latency, and spatial accuracy introduce usability dimensions that prototyping cannot simulate. The Immersive Mode findings are directional, not conclusive.

Some assumptions not formally retested

Certain early-stage assumptions were not formally retested after mid-fi iterations — a gap in the validation cycle that future work should close with modular feature testing.

Next Steps for the Product
Immediate

Next Sprint

  • Redesign Immersive Mode as contextual progressive prompt
  • Replace toggle with continuous slider + live preview
  • Full WCAG 2.1 AA accessibility audit
  • Expand Lo-Fi cycle with wider user group
Short-Term

Next Phase

  • Expand usability testing to 8–12 participants
  • Functional AI integration PoC (DALL-E or Stable Diffusion)
  • Vocabulary visualiser for second-language readers
  • Test with children (10–16) and non-native English readers
Long-Term

Vision

  • Full AR — contextual visual overlays in physical space
  • Adaptive AI — learns preferred visual style per user
  • Educational partnerships for longitudinal research
  • Measure real comprehension outcomes, not just preference
"Imagine As You Read" is not a reading app that uses AI. It is a reading experience that uses AI only when the reader asks it to — and that distinction is everything.
Ganesh Suresh Javhare — CI7801 UX Major Project, Kingston University London, 2026

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