Bergtatt Self-Service Library Interface Concept

About the project

In fall 2019, I joined a collaborative design project in Metropolia's Product Development Simulation course within the Digital Communications program. Our team — Arttu Laitala, Fanny Holmström, Sanni Pulkkinen, Alessandra Vihonen, and I — designed a user interface (the layout and controls users interact with on a screen) for a self-service library as part of the Bergtatt project. Bergtatt aimed to build a new library in Henningsvær, a fishing village in Norway. Our task was to create a practical and user-friendly service pathway (a step-by-step process that guides users through library services) for library operations.

Bergtatt - An Architectural Cultural Project

The Bergtatt Library Project aims to create a unique cultural and educational space in Henningsvær, a fishing village in the Lofoten Archipelago, Northern Norway. It responds to the community's lack of literary resources by building a library that blends modern architecture with practical use.

Henningsvær offers stunning mountain landscapes and a thriving culture, attracting residents and tourists alike. Yet, it lacks literary services. The nearest library is 45 minutes away, making access to books difficult. The Bergtatt project aims to solve this by designing a library that reflects the environment and provides a welcoming, accessible space for reading and community events.

The library’s design, inspired by mountain scenery, aims to captivate and attract visitors. In Norwegian folklore, "Bergtatt" means "captivated by the mountain" and symbolizes imagination. The library will welcome everyone and make literary resources available to all, regardless of background or interests.

Our Objective

We aimed to develop a user-friendly, resource-efficient interface for a self-service library. The library needed to operate with limited staff and resources while serving both residents and tourists. Our challenge was to create an intuitive system for a small population in a remote place.

Design Challenges

The project presented several key challenges:

  1. Remote Location: Henningsvær is isolated, so we needed to design for low energy use, easy maintenance, and reliable access.
  2. Budget Constraints: The library needed to run on a limited budget, likely with private funding. Our design had to prioritize cost-effective, low-maintenance solutions.
  3. User Experience: The interface had to be easy for both tech-savvy locals and visitors with little digital experience.

Our Approach

We started by benchmarking several self-service libraries and looking at different borrowing systems. We interviewed people at Oodi and Suomenlinna libraries and consulted with professionals, such as library staff and technology vendors.

Our process included brainstorming, like using the "100 ideas in a minute" method, which helped us organize solutions. We created personas based on real Henningsvær residents and mapped detailed user journeys. This led to two concepts: a non-electronic model and an interactive electronic model.

Non-Electronic Concept

This model operated without electricity, relying on manual processes to run the library. Key features included:

  • Manual Registration: Users registered via a Google Docs form linked to the library's website or social media.
  • Borrowing System: A logbook was used to track borrowed books, with users manually recording their names and the books' details.
  • Access Control: A secure key box outside the library used a combination code, sent by email, to let registered users enter the building.
  • Self-Maintenance: Users were encouraged to shelve returned books. A drop-off box was also available.

Interactive Electronic Concept

The electronic model used technology to create a more streamlined and interactive user experience. Key features included:

  • NFC Library Cards: Personalized NFC (Near Field Communication) cards allow users to access the library and borrow books using an NFC-enabled tablet system.
  • Digital Borrowing and Return: The system lets users scan their NFC cards with book tags to borrow or return items. The interface also helped users browse the library's catalogue with search and filtering options.
  • Automated Logs and Notifications: User actions were recorded in a central database. Users received automatic emails for receipts and return reminders.

Design Outcome

By the end, we had two viable concepts that fit the project's constraints and goals. The non-electronic model offered a low-cost, low-maintenance solution. The electronic model provided a more advanced system and enhanced the user experience. Both could adapt to different budgets and operational needs.

Reflection

This project highlighted how adaptability matters in UX/UI design, especially for remote, resource-limited communities. Our design balanced practicality and creativity. We ensured the library interface met local demands. The experience showed the value of user-centered design and project flexibility.