Design · Engineering

School Story — AR Library Discovery App

An augmented reality prototype that transforms Hillman Library into an interactive discovery experience — scan displays and art to surface relevant books and resources.

Role
Designer · Engineer
Timeline
September – December 2023
Tools
Unity · C++ · Vuforia
Type
Collaborative Team Project
School Story AR demo — book overlay with library floor map

Students aren't using the library — and the library's displays aren't reaching anyone

Two overlapping problems motivated this project. First, students generally don't look for books in the university library, partly because they're unsure how to find what they want. Second, the library provides interesting displays of art and historical items, but there's no convenient or interactive way for visitors to discover more about them.

The deeper challenge was addressing the disconnect between the immersive experience of physical books and the abundant information available online — a gap that creates friction for readers, educators, and researchers alike.

Goal: use augmented reality to bridge physical library spaces and digital discovery — letting users scan displays, art, and signage to surface relevant books and contextual information in place.


A user study revealed how unfamiliar students really are with the library

An initial user study surfaced findings that directly shaped the design direction:

Hillman Library — the site of the School Story intervention

These findings confirmed that the barrier wasn't motivation — users wanted to find books and explore related material. The barrier was navigation and discoverability.


Translating library friction into an AR interaction model

The original design targeted three core problems: people not making full use of the library and not knowing what's available to them; users being intimidated by library navigation; and librarians creating displays that the public wasn't engaging with.

School Story storyboard — scan display, locate book, navigate, find it

The core interaction was straightforward: a user points their phone at a library display, artwork, or sign, and the AR layer surfaces related books, summaries, and contextual information. The app was designed to serve four overlapping use cases:

Key constraint: Vuforia's free tier couldn't scan a space as large as Hillman Library, and the equipment and API access needed to do so properly were cost-prohibitive at the prototype stage.


Building the AR prototype in Unity with Vuforia image tracking

The prototype was built in Unity using Vuforia for image target recognition — allowing the app to identify specific displays and artwork in the library and overlay relevant book information on screen. C++ was used for core logic alongside Unity's component system.

School Story concept sketch — AR interface wireframe

User testing with the prototype surfaced three key issues that informed the next iteration:


What worked, and what the next iteration would fix

By combining the physicality of books with interactive digital content, the prototype demonstrated meaningful potential for enhancing reader engagement. The app provided instant access to contextual information — particularly useful for readers making decisions about what to read next and for educators seeking to enrich teaching materials. The AR model offered an interactive learning experience capable of attracting student attention and fostering deeper engagement with library content.

School Story prototype — AR book overlay running on device

Four concrete improvements were identified for a next version:

Unity C++ Vuforia User Studies Interview Design Collaborative Design Design Documentation

What I learned, and where this could go

This project was a strong proof of concept for AR-based library discovery, but it ran into the practical limits of what's achievable with free tooling at scale. Vuforia's free tier couldn't scan a building as large as Hillman Library, and the equipment and API access required — such as Matterport cameras — were too expensive for a prototype-stage project.

With proper resources, the path forward is clear: tools like Matterport would allow the entire library to be scanned into an AR environment, enabling more image targets and true in-building navigation to a specific book's shelf location. That would turn the prototype's most-requested feature — "help me actually find the book" — into a working experience.

The biggest design lesson was that AR interactions have to earn their complexity. Every extra step between pointing a phone and getting useful information is a reason for a user to give up. Simplicity and speed of the overlay response mattered more than visual richness.