reading for nostalgic experiences

Concept, UI, UX


February 1, 2024


As an avid reader, I always look for people to discuss books with. This need made me realize that reading is becoming more popular, partly due to social media. This inspired me to motivate students at Rotterdam University of Applied Sciences to read more.

My initial design question was: “How can we motivate students to read more?” After conducting research, I found that many students want to read but struggle to stay motivated. Negative experiences in high school often make them associate reading with boredom. I realized that students read the most in elementary school, especially adventurous books like Geronimo Stilton, which use sensory aspects such as visualization and smell. So, I wondered why adults couldn’t have the same sensory experience with adult books. My revised design question became: “How can we use the senses to enhance the joy of reading and motivate students to keep reading?”

My goal was to stimulate intrinsic motivation. I wanted to improve the individual reading experience of students without compromising the aesthetic value of physical books. Currently, students read little due to a lack of perseverance. Research shows that students who read more achieve better academic results. My desired outcome is for students to become intrinsically motivated to finish their books.

For my target audience, students who struggle to finish their books or even start reading, this topic is essential. Reading not only promotes higher academic performance but also stimulates imagination. Therefore, increasing reading motivation among this group is crucial for their academic success and overall development.


My research revealed that students’ joy of reading decreases as they get older, often due to mandatory reading lists in high school. By using interactive elements that enhance reading enjoyment in elementary school, I developed the concept of RINX (Reading for Nostalgic Experiences). It’s a device that can scan book pages, displaying holographic visuals that bring the story to life. The device also offers the option to play an audiobook and/or matching music. By stimulating these senses, I aim to motivate students to read more without compromising the book’s aesthetic value. In the future, as technology advances beyond our current imagination, I envision realizing this concept. My vision involves a small, thin device that brings words to life through stunning holograms, even stepping out of the pages of a book for a completely new interactive experience.


Furthermore, refining AI technology is crucial so that holograms can accurately and believably depict the stories without compromising the author’s original intent. This involves ethical considerations, such as which images can be used and when it is appropriate, which need to be thoroughly thought out. I strongly believe in this concept and am convinced it could capture the attention of many students, motivating them to read and, more importantly, to keep reading.

my role

I completed this project independently, starting with the Connect phase, where I conducted interviews, performed research, and surveyed a large number of people. Next, I moved into the concept phase, organizing several brainstorming sessions with other UX designers and members of the target group. From these sessions, I developed three concept ideas, which I presented and received feedback on. Based on this feedback, I refined one idea that became my final result.


In the future, I hope to have access to more advanced technology to further refine my prototype and conduct thorough testing, ensuring I create the most user-friendly product possible.