NJIT Library

NJIT Library

An app that bridges the the digital and physical wayfinding experience at New Jersey Institute library.

MY ROLE

User Research & Team Lead

TOOLS

Miro, Figma & Google Form

METHODS

Ethnographic Observation, User Journey Map, & User Interviews

PLATFORM


Mobile

01. OVERVIEW

01. OVERVIEW

New Jersey Institute of Technology's library hosted a semester-long-proof-of-concept competition aimed at improving the library's user experience. I led a multidisciplinary team of five students from backgrounds including Computer Science and Digital Design, collaborating closely with our mentor and key stakeholders. Our team proposed a mobile application designed to enhance the library's digital experience to support effective wayfinding within the physical space.

New Jersey Institute of Technology's library hosted a semester-long-proof-of-concept competition aimed at improving the library's user experience. I led a multidisciplinary team of five students from backgrounds including Computer Science and Digital Design, collaborating closely with our mentor and key stakeholders. Our team proposed a mobile application designed to enhance the library's digital experience to support effective wayfinding within the physical space.

02. PROBLEM

02. PROBLEM

Friction in the library's mobile experience and limited wayfinding create a frustrating user experience and reduce library engagement.


Students rely on the library's website to access resources such as booking a study room or finding text books. However, its poor mobile experience creates friction with it's repeated log-ins, excessive back paging, and limited wayfinding information. Users are left confused and unsupported when attempting to locate resources within the physical library.

Friction in the library's mobile experience and limited wayfinding create a frustrating user experience and reduce library engagement.


Students rely on the library's website to access resources such as booking a study room or finding text books. However, its poor mobile experience creates friction with it's repeated log-ins, excessive back paging, and limited wayfinding information. Users are left confused and unsupported when attempting to locate resources within the physical library.

Challenge 1

Repetitive interactions disrupting a seamless user flow.


Users must repeatedly backtrack using breadcrumb or back page to access previous content. The absence of persistent navigation (hamburger menu) forces unnecessary steps.

Challenge 1

Repetitive interactions disrupting a seamless user flow.


Users must repeatedly backtrack using breadcrumb or back page to access previous content. The absence of persistent navigation (hamburger menu) forces unnecessary steps.

Challenge 2

Mobile experience is poorly designed creating friction in completing tasks.


The "Reserving Study Room" page present here is not responsive to mobile screens, requiring horizontal scrolling with only two time blocks visible at once. Cramped content and limited white space make information difficult to scan and select.

Challenge 2

Mobile experience is poorly designed creating friction in completing tasks.


The "Reserving Study Room" page present here is not responsive to mobile screens, requiring horizontal scrolling with only two time blocks visible at once. Cramped content and limited white space make information difficult to scan and select.

Challenge 3

Limited informational support for physical wayfinding.


Room details include only the room number and available equipment, no floor plan or spatial guidance. The absence of directional context, like elevator or bathroom locations, limits students support to navigate the space.

Challenge 3

Limited informational support for physical wayfinding.


Room details include only the room number and available equipment, no floor plan or spatial guidance. The absence of directional context, like elevator or bathroom locations, limits students support to navigate the space.

03. RESEARCH GOALS

03. RESEARCH GOALS

Examine how students' mobile navigation behaviors impact their experience with both digital and physical wayfinding in the library.


To guide our research, we focused on identifying patterns in mobile navigation and uncovering barriers that disrupt user flow and limit wayfinding support. We developed three key research questions to address these objectives.

Examine how students' mobile navigation behaviors impact their experience with both digital and physical wayfinding in the library.


To guide our research, we focused on identifying patterns in mobile navigation and uncovering barriers that disrupt user flow and limit wayfinding support. We developed three key research questions to address these objectives.

Research Q1

Which mobile features or resources create the most friction during task completion?

Research Q1

Which mobile features or resources create the most friction during task completion?

Research Q2

How does mobile navigation affect students' engagement with the library?

Research Q2

How does mobile navigation affect students' engagement with the library?

Research Q3

Which library spaces or resources present the greatest challenges for physical wayfinding?

Research Q3

Which library spaces or resources present the greatest challenges for physical wayfinding?

04. RESEARCH METHODS

04. RESEARCH METHODS

Two research methods were conducted to gather data on student behaviors and experiences, which were later synthesized into three key artifacts.

ETHNOGRAPHIC OBSERVATION

ETHNOGRAPHIC OBSERVATION

Three participants were observed completing distinct tasks that required navigating the library's website on mobile.

This method helped uncover unconscious behavior and pain points that may not surface during interviews, which were synthesized in this journey map.

Three participants were observed completing distinct tasks that required navigating the library's website on mobile.

This method helped uncover unconscious behavior and pain points that may not surface during interviews, which were synthesized in this journey map.

USER INTERVIEWS

USER INTERVIEWS

To follow up on the ethnographic observation, three user interviews were conducted to better understand participants' interactions with specific interfaces. An affinity map was then developed to identify the recurring themes from the interviews.

To follow up on the ethnographic observation, three user interviews were conducted to better understand participants' interactions with specific interfaces. An affinity map was then developed to identify the recurring themes from the interviews.

USER PERSONA

USER PERSONA

A user persona was created to synthesize research findings and represent the user needs and behaviors identified across both verbal and behavioral responses.

A user persona was created to synthesize research findings and represent the user needs and behaviors identified across both verbal and behavioral responses.

05. RECRUITMENT PROCESS

05. RECRUITMENT PROCESS

To ensure the project remained scalable and focused, I narrowed our target audience to Undergraduate students who represent a significant portion of New Jersey Institute's of Technology population. Verbal consent was given prior to the research methods conducted. All participants used iPhones and ages ranged from 19-21.

To ensure the project remained scalable and focused, I narrowed our target audience to Undergraduate students who represent a significant portion of New Jersey Institute's of Technology population. Verbal consent was given prior to the research methods conducted. All participants used iPhones and ages ranged from 19-21.

06. RESEARCH FINDINGS

06. RESEARCH FINDINGS

Frequent login prompts and redirects to external websites disrupted user flow causing frustration.


Reserving study rooms was the most commonly used online service, followed by event attendance.


The absence of floor plans and clear wayfinding support left students lost when locating rooms, services, and materials.


Many students were unaware of the full range of library services and expressed interest in learning about available resources and tools.

Frequent login prompts and redirects to external websites disrupted user flow causing frustration.


Reserving study rooms was the most commonly used online service, followed by event attendance.


The absence of floor plans and clear wayfinding support left students lost when locating rooms, services, and materials.


Many students were unaware of the full range of library services and expressed interest in learning about available resources and tools.

Recommendation 1


Mobile application where students log in once and access features for students only.

Recommendation 1


Mobile application where students log in once and access features for students only.

Recommendation 2


Redesign interactive features, like room reservations, to be mobile responsive.

Recommendation 2


Redesign interactive features, like room reservations, to be mobile responsive.

Recommendation 3


Optional tutorial upon onboarding to showcase resources and tools available.

Recommendation 3


Optional tutorial upon onboarding to showcase resources and tools available.

Recommendation 4


Explore the possibility of implementing AR-assisted wayfinding to use cameras and sensors to guide to a certain location

Recommendation 4


Explore the possibility of implementing AR-assisted wayfinding to use cameras and sensors to guide to a certain location

07. RESULTS & TAKEAWAYS

07. RESULTS & TAKEAWAYS

The research revealed that friction within mobile experience can significantly disrupt a students' ability to efficiently access library resources. The repetitive interactions of logins or back paging and cramped visual designs created disrupted user journeys. There was an absence of floor plans and spatial guidance which further weakened the bridge between digital tools and the physical library. Overall, students were left unaware of available services highlighting an opportunity to improve this gap and engagement through a cohesive digital experience.


The completion of this project had given me the opportunity to learn how to structure a research study aligned with clear questions and objectives. Presenting our findings to stakeholders required consistent communication and adaptability to ensure we were meeting expectations. Through this process, I gained experience balancing research rigor and constraints. Given more time, I would have extended the work into the design phase to develop and prototype solutions informed by our findings.

The research revealed that friction within mobile experience can significantly disrupt a students' ability to efficiently access library resources. The repetitive interactions of logins or back paging and cramped visual designs created disrupted user journeys. There was an absence of floor plans and spatial guidance which further weakened the bridge between digital tools and the physical library. Overall, students were left unaware of available services highlighting an opportunity to improve this gap and engagement through a cohesive digital experience.


The completion of this project had given me the opportunity to learn how to structure a research study aligned with clear questions and objectives. Presenting our findings to stakeholders required consistent communication and adaptability to ensure we were meeting expectations. Through this process, I gained experience balancing research rigor and constraints. Given more time, I would have extended the work into the design phase to develop and prototype solutions informed by our findings.

View Other Projects

View Other Projects

Social and Hobby Discovery App

Prototyping

User Interview

Usability Testing

NJIT Library App Design

Survey

Mobile Sitemap

Competitive Analysis

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©2026 Isabel P Lopez Paez. All rights reserved.

Let's stay in touch at

©2026 Isabel P Lopez Paez. All rights reserved.

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