UX Design Interaction Design Mobile App

Library Lite

A fast, scan-first library management app designed for the reality of a busy school — not the ideal of a quiet desk.

Role
UX Designer
Context
Personal Project
Focus
Speed & Accessibility
Library Lite landing screen with search, nav, and the Scan a Book CTA, shown in a landscape iPad frame

01 — The Problem

Legacy Software vs. a Room Full of Kids

School libraries run on a kind of beautiful chaos. Thirty children wanting to choose a book and a laptop that doesn't do what you need it to do.

The software is expensive and has zero consideration to the user, let alone the children for which it is supposed to help manage. It was built for someone sitting quietly at a desk, with time to navigate nested menus and type in ISBN numbers by hand. Calm, considered, sequential. Everything a busy school library is not.

In practice, checkouts are handwritten on a scrap of paper at best!

That told me everything I needed to know about where to start.


02 — The Solution

Scan First, Think Later

The whole thing came down to one idea: make the scan happen first, and let everything else follow from that. No menus to dig through before you know what book you're dealing with. No decisions to make before the app knows what it's looking at.

Point. Scan. Act. That's it.

Scan Flow

Book Scanned

Not in catalogue

Unknown Book

Add to system?

Add

Skip

Ready to borrow

Available

Select student & class

Confirm Checkout

Currently on loan

Checked Out

Return to Shelf

Flag overdue

The three states cover virtually every real-world scenario.

  • Unknown book — the app flags it immediately and asks if you want to add it.
  • Available — it drops you straight into checkout.
  • Already on loan — it tells you who has it and gives you a one-tap return.

The Actual Screens

Result screen for a book not yet in the catalogue, with an Add and Loan option
Not in Catalogue
Result screen for a book that is available to loan
Available
Result screen for a book currently on loan, with a one-tap return option
Checked Out

03 — How I Got There

Reality-Checking the Prototype

The first prototype looked great in Lovable. Elegant, considered, nicely spaced. Then I handed it to five separate teachers and watched what happened.

They logged onto a tablet, pointed it at a book, and immediately asked "so... what do I press?" There was too much text and a cluttered progress bar.

It was clear it needed to be stripped back to its basics.

Everything got simpler, clearer. Confirmations became full-screen states instead of small overlays. The fewer buttons that were needed were expanded until they were impossible to miss. Colour simplified and contrast went up until it had headroom to spare above accessibility thresholds.

The question I kept coming back to: if someone's half-distracted and a bit rushed, is this still obvious? If the answer was no, it wasn't good enough yet.