The Raven Room

Reimagining a space in the SMC library as a unique, themed study area that enhances the experience for students and faculty.
Project
UX Design 2, SMC
length
16 weeks
year
2023

Overview

Brief

Transform an underutilized library space into The Raven Room, a versatile, themed environment that enhances the study experience through atmospheric design, comfort, and accessibility for all users.

Process

Stakeholder Interviews, User Research, Inspirational Research, Journey Mapping, Mockups, Prototyping, Stakeholder & User Feedback, On-site Implementation

Role

UX/UI Design, Research, Concept Development, Interior Design, Prototyping, User Testing, Project Management

Stakeholders

Walter Butler (Director of Library and Information Services), Roxana Cruz

Project

Problem

The Santa Monica College Library faced the challenge of an uninspiring and functionally limited space, inadequately serving the diverse work, study and relax needs of students and faculty.

Insight

Observations and user interviews revealed a need for versatile study areas that could accommodate both collaborative and quiet academic activities, with an emphasis on a stimulating environment.

Solution

The Raven Room was conceptualized as a multi-functional, thematic space. It combines areas for both group and individual study, enhanced by an engaging and unique Edgar Allan Poe theme, comfortable furniture, and ambient lighting to cater to various user preferences.

The Raven Room before its transformation

The Raven Room after its transformation

Discovery

Stakeholder Interviews

The stakeholder interviews were a pivotal component of the Raven Room project, providing essential guidance. These interviews were conducted with Walter Butler, Director of Library and Information Services and Roxana Cruz. Some insights I gained were:

Emphasis on Academic Alignment: The design should support the library's primary goal of aiding student success and academic work.

Resource Accessibility: The space must enhance the visibility and usability of library resources, especially Open Educational Resources (OER).

Inclusivity and Versatility: The design must be inclusive, accommodating the varying needs of the entire SMC community, including staff and faculty.

Conducting stakeholder interviews

Inspirational Research

The design of The Raven Room drew inspiration from research into distinctive spaces, including the American Express lounge's speakeasy at JFK and custom library rooms rich in aesthetics. This highlighted the role of creating a unique and inviting atmosphere.

Key Design Elements: Emphasized the integration of aesthetic features such as ambient lighting and decor to enhance comfort, achieving a balance between functionality and visual appeal.

Theme Consistency and Functionality: These explorations were pivotal in developing The Raven Room's unique theme and practical layout, underlining the importance of maintaining a cohesive thematic experience.

Aesthetic Vision Realized: The insights gained provided a clear vision of how aesthetic elements could be employed to transform the ambiance of a space.

Custom library room with a darker atmosphere

Cozy living room with comfortable decor

Custom library room with aesthetic decor

A secret speakeasy room in the American Express lounge at JFK

User Interviews

I interviewed Andre, whose feedback provided great insights into what users found valuable about a study environment. Key insights were:

Importance of Atmosphere: Andre highlighted how a conducive atmosphere, particularly warmer lighting and a relaxed environment, significantly impacts his study effectiveness and endurance.

Inspiring Scenery: Andre emphasized how he felt current library study spaces felt bland. He works better in a more interesting space with decor.

Basic Necessities: He emphasized the need for essentials like accessible outlets, comfortable seating, and good lighting, which are fundamental for a productive study session.

Quiet Space for Focus: While appreciative of collaborative opportunities, Andre stressed the importance of having quiet, personal spaces for focused work.

Seating Comfort: A major point of frustration was the current seating, which he found uncomfortable for prolonged use, indicating a clear area for improvement.

User interview participant Andre

User interview notes

User Flow

This user flow not only guided the design process but also ensured that every aspect of the user experience in the Raven Room was carefully considered and optimized.

Entice: Attracting users to the Raven Room. I focused on creating guerrilla marketing posters to put around campus.

Enter: The user's first impressions of the space. The layout, lighting, and decor are designed to create an immediate sense of welcome and curiosity.

Engage: Comfortable seating, accessible outlets, and a mix of quiet and collaborative zones ensure users can study effectively and comfortably.

Exit: The exit experience is made memorable through ease of use and a lasting visual impact.

Extend: This could involve feedback opportunities, and community events to maintain interest and encourage repeat visits.

User flow with steps entice, enter, enguage, exit, extend.

Design & Feedback

Low-Fidelity Mockup

The low-fidelity mockup of the Raven Room was a preliminary step in visualizing the project, including several key features:

Thematic Decor: This was done in order to create a unique theme and ambiance to change up the feel of the original space.

Zoned Areas: Defined areas for quiet study and collaboration, catering to different user needs.

Comfortable Seating: A variety of seating options, prioritizing comfort for extended study sessions.

Warm Lighting: Emphasis on warm, ambient lighting to create a cozy and inviting atmosphere.

Low fidelity Raven Room mockup

Marketing

Posters

To attract students to the Raven Room, a guerrilla marketing campaign was implemented. The cornerstone of this approach was the use of eye-catching posters strategically placed around the Santa Monica College campus.

Purpose

These posters were designed to grab attention and generate curiosity among students. They featured compelling visuals and created a sense of mystery around what the Raven Room was. The goal was to create a buzz on campus and drive students to explore and utilize the new space.

Raven Room guerrilla marketing poster

Raven Room entrance poster

Prototype

The prototyping phase involved setting up the actual room entirely using my own resources. I brought in and set up the entire interior design of the space. Key features of the prototype included:

Thematic Decor: Implementing the unique theme inspired by Edgar Allan Poe, the room was adorned with elements that reflected this motif, creating an immersive and engaging atmosphere.

Functional Layout: The space was organized into distinct zones for quiet study and group collaboration, ensuring versatility and user comfort.

Comfortable Furnishings: I selected and arranged furniture that offered both comfort and aesthetic appeal, suitable for extended study sessions.

Ambient Lighting: The installation of warm, ambient lighting was key to creating a welcoming and conducive study environment.

This prototype was crucial in assessing the practicality of the design elements in a real world proof of concept setting.

Walking in view

Back of the room view

Comfortable seating

Information and feedback desk

Ambient lighting

Unique and interesting decor

Stakeholder Feedback

Presentation

Upon presenting the Raven Room to stakeholders, their feedback was both positive and encouraging. Key points from the stakeholders included:

Positive Reaction to Atmosphere: Stakeholders were impressed with the transformation, particularly the warm, inviting ambiance of the room.

Concerns About Security: There were concerns about potential theft of decor items like lights and plants. Suggestions like adding security cameras were proposed.

Discussion on Theme Relevance: Some stakeholders questioned the specific choice of the Edgar Allan Poe theme, sparking a conversation about the flexibility of the concept and different themes for other library spaces.

Overall Enthusiasm: The idea of themed rooms in the library was met with excitement, and stakeholders expressed interest in seeing this concept applied to more spaces throughout the library.

This feedback was important in validating the project's direction and identifying areas for improvement, ensuring the Raven Room exceeded stakeholder expectations.

Presenting the Raven Room to stakeholders.

User Feedback

Feedback from Bella, Gavin, and Tristan reveals the Raven Room's unique appeal. Bella appreciated its charming theme and lighting, Gavin found it more relaxing than standard study spaces, and Tristan felt a sense of excitement and novelty. It is clear from this feedback that the Raven Room provides the experience it was meant to. Breaking the monotony of traditional study environments and providing a haven for students needs.

Gavin

Described the room as significantly more relaxing compared to other study spaces with fluorescent lighting. His reaction was immediate upon entering, highlighting the room's relaxing atmosphere.

Bella

Initially found the room a bit creepy due to its theme, but later appreciated its uniqueness, especially the lighting. She liked the concept of the room being a study space. Also saying it should be a permanent addition.

Tristan

Expressed being 'blown away' by the room, appreciating the change of scenery it offered for studying. Likened his experience to the excitement of a child entering a candy store. Really liking the space.

Reflection

Project Recap: The Raven Room project at the Santa Monica College Library involved transforming a standard library space into a thematic, user-centric study area. The theme being inspired by Edgar Allan Poe. The project included designing, researching user needs, and implementing the final setup.

Successes and Achievements: The project's major success was creating a unique and inviting atmosphere, as evidenced by positive user feedback. Successfully balancing the thematic elements with functional design to cater to different study preferences was a significant achievement.

Challenges and Learning Experiences: One of the key challenges was creating a quality prototype with only my own personal resources. Although very challenging, I still was able to make the vision come to life.

Areas for Improvement: This includes addressing the initial concerns regarding the theme's relevance and security issues. Also exploring more varied thematic elements to appeal to a broader user base.

Future Implications: The Raven Room sets a precedent for future redesigns within the library, potentially leading to more themed spaces. It also highlights the importance of user-centered design in educational environments.

Closing Thoughts: This project was a comprehensive exercise in understanding and applying UX principles in a real world context. The experience underscored the transformative impact of thoughtful design on user experience and was a great success.

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