Hero mockup for ZAP!, the comics reading app

MSc Dissertation: Comics reading app

TL;DR

Most digital comic platforms solve the wrong problem. The panel-by-panel reading mode fixes the zoom issue by destroying the page which is exactly the thing that makes comics work. For my MSc dissertation, I researched why digital comic reading is broken and designed ZAP!, a tablet-first app that keeps the page intact and solves navigation differently. The centrepiece: a visual scrubber inspired by video editing timelines. The following case study outlines the end-to-end, user centred design process, from literature review to SUPR-Q A validated UX quality benchmark evaluated prototype.


  • outcome:
    MSc in Human-Computer Interaction Design (distinction)
  • role:
    Solo designer and researcher
  • timeline:
    12 months, submitted Oct 2021
  • deliverables:
    HiFi prototype, personas, IA Information Architecture — the structural design of content and navigation. , design requirements, SUPR-Q evaluation

The problem in plain sight

Anyone who reads comics digitally knows the frustration, even if they've never put it into words. Your collection is split across multiple platforms, your phone isn't the right shape, and the panel-by-panel reading mode that's supposed to help, strips away exactly the peripheral context that makes a comic page work.

This isn't a niche complaint. It's a structural problem with how the industry moved online and one that had been almost entirely overlooked in HCI research relative to e-reading more broadly. That gap was the starting point for my MSc dissertation.

My research question was straightforward: why is reading comics digitally such a frustrating experience, and what would a better one actually look like?


Understanding the space

Before I could design anything, I needed to understand the landscape — both academically and practically.

I started with a literature review spanning comics theory, the history of digital publishing, e-reader usability research, and the specific challenges of translating comics to screen. Scott McCloud's work on the grammar of comics sat alongside academic usability studies and industry post-mortems. The reading UI problem isn't just a UX problem — it's a problem rooted in what comics are as a medium.

From there I built a comparative platform analysis: a matrix of around 18 services, scored across download numbers, ratings, library size, and payment model. I then chose the three strongest performers (ComiXology, MangaToon, and WebToon) for a deep-dive walkthrough of their core user journeys. What emerged was a consistent picture: each platform had optimised for its own ecosystem at the expense of the reader.

Platform Library Size Device Support Downloads (Android) ↓ Rating (Android) # of Reviews (Android) Rating (iOS) # of Reviews (iOS) Payment Model
WebToons / Android, iOS, Web 50,000,000 ★★★★★ 1,758,748 ★★★★ 47,600 Free
ComiXology 100,000 Android, Kindle, iOS, Web 10,000,000 ★★★★ 59,879 ★★★ 185 Per comic
MangaToons / Android, iOS, Web 10,000,000 ★★★★ 496,413 ★★★★★ 3,300 Free, Own currency
WebComics / Android, iOS 5,000,000 ★★★★ 201,196 ★★★★★ 60,900 Free
Cruchyroll Manga / Android, iOS, Web 1,000,000 ★★ 31,361 ★★★ 1,300 Subscription
Dark Horse Comics 3,500 Android, iOS 1,000,000 ★★★★ 12,600 ★★★ 45 Per comic
DC Universe Ultimate 25,000 Android, iOS 1,000,000 ★★★ 15,648 ★★★★★ 57,700 Subscription
Izneo 2,200 Android, iOS 1,000,000 ★★★ 4,066 ★★★★ 197 Subscription
Marvel Unlimited 28,000 Android, iOS, Web 1,000,000 ★★★★★ 425,538 ★★★★★ 4,300 Subscription
Shonen Jump 10,000 Android 1,000,000 ★★★★ 5,885 ★★★★★ 85,200 Subscription
Tapas 92,000 Android, iOS 1,000,000 ★★★★★ 70,897 ★★★★★ 25,200 Free
WeComics / Android 1,000,000 ★★★★ 60,103 ★★★★★ 1,900 Free
Manta Comics / Android, iOS 500,000 ★★★★ 6,842 ★★★★★ 4,300 Free
VIZ Manga 4,000 Android, iOS 500,000 ★★★ 2,884 ★★★★★ 34,300 Free
INKR Comics / Android, iOS 100,000 ★★★★ 2,382 ★★★★ 869 Free
Madefire / Android, iOS 100,000 ★★★★ 3,469 ★★★★ 245 Per comic
Bilibili Comics / Android, iOS, Web 30,000 ★★★★ 361 ★★★★★ 5 Free
GoComics / Web 0 n/a 0 n/a 0 Free, Per comic
Platform comparison matrix — 18 platforms analysed across key criteria.

Listening to users

The platform analysis told me what was broken. Six semi-structured interviews told me why it mattered.

I recruited dedicated comic readers — people with established habits and real collections — and ran a pre-screener questionnaire to identify participant behaviours. The interviews were thematically analysed to surface patterns, and those patterns were distilled into two personas:

Persona illustration for Paul

PERSONA: Paul

Paul is in his late 40s, a committed superfan managing a large, multi-platform collection. He cares deeply about organisation, ownership, and being able to find what he wants. The friction in his life is administrative as much as it's about reading itself.

Persona illustration for Mark

PERSONA: Mark

Mark is a time-poor new dad who just wants a reliable, flexible reading experience he can dip in and out of. He's not managing a collection — he's trying to carve out twenty minutes where he can.

These two people have different problems, but they share a common frustration: no single platform serves them well enough to make digital comics feel like a natural choice over physical ones.

From the interviews, I developed ten prioritised design requirements — the constraints ZAP! would be built against.


The design process

Information architecture

With requirements in hand, I sketched out information architecture options and ran a remote card sort to validate the structure with real users. The results were instructive: "Store" won out as the label for the discovery section — and "Serendipity" got an honourable mention, which neatly confirmed that discovery as an experience was a genuine user need, not just a functional requirement.

IA sketches
IA sketches
Site map
Site map
Card sort findings
Card sort / IA findings

From sketches to prototypes

The design work moved through concept sketches on paper, then low-fidelity wireframes, and finally a high-fidelity interactive prototype. The app is tablet-first — a deliberate choice based on the research, which confirmed that phone reading meant constant zooming while tablets more closely match the proportions of a comic page.

Concept sketch
Concept sketch
Low-fidelity wireframe
Lo-fi wireframe
High-fidelity prototype
Hi-fi prototype

The key screens covered:

Onboarding flow
Onboarding
Library view
Library
Store view
Store
Comic listing
Comic listing

The reading UI

The reading UI is where ZAP! made its clearest design argument. Panel-by-panel mode — the standard approach across most platforms — was consistently criticised in the research. Readers don't experience a comic as a sequence of isolated panels; they experience a page, with peripheral context that informs how they read each panel. Stripping that away might solve the zoom problem, but it creates a different, arguably worse one.

ZAP! kept the full page view as the default and solved navigation differently. The visual scrubber — inspired by video editing timelines — sits at the bottom of the reading UI, giving readers a filmstrip-style overview of the issue that lets them jump and orient without ever losing their place. It was an original interaction concept that directly addresses a gap I'd identified in the platform comparison: not one of the three major platforms had solved issue navigation in a satisfying way.

Reading UI scrubber
Reading UI — scrubber interaction inspired by video editing timelines.

The aggregation question

An early ambition for ZAP! was true cross-platform aggregation — one place to access ComiXology, Dark Horse, and your local library all at once. That hit a wall quickly: most comic platforms have closed ecosystems with no open APIs.

Rather than abandon the concept, I made a deliberate call to design for the ideal future state anyway. The aggregation model is architecturally present in ZAP!, and the research clearly establishes it as a genuine user need. Whether it's technically realisable today is a separate question. Designing to the need rather than to the current technical constraints felt like the intellectually honest move — and it's a stronger design for it.


Evaluation

The high-fidelity prototype was evaluated through three moderated remote user tests (plus a pilot session), with a SUPR-Q questionnaire at the end of each.

The overall reception was positive. Participants found the visual design clean, the information hierarchy logical, and SUPR-Q scores were strong on comfort, aesthetics, and willingness to recommend.

The issues that surfaced were as useful as the praise:

  1. Search dominated every session. Every participant went to the search bar first for everything — and the prototype didn't fully support that behaviour.
  2. Iconography in the reading UI caused confusion, particularly in the navigation controls.
  3. Custom group management didn't match users' mental models. The interaction design needed more work.
  4. Horizontal scroll affordances weren't obvious enough in a mouse-based remote testing environment — a testing issue rather than a real design flaw.
SUPR-Q results
Evaluation summary — SUPR-Q and user test findings.

Reflection

The thing I'm most proud of isn't any single screen — it's the coherence of the process. Each phase genuinely fed the next. The literature validated what the platform analysis found. The interviews validated both. Every design decision in the prototype is traceable back to a specific requirement. That kind of end-to-end rigour isn't something you can retrofit.

If I were doing it again, I'd recruit earlier and more broadly. Six interview participants and three test participants — all male, mostly British, mostly in a similar age range — is a real limitation, and the dissertation is honest about that. A more diverse sample would have stress-tested the design assumptions considerably harder. I'd also push further on prototype fidelity in the areas that mattered most for testing: search and group management both needed more depth to be properly evaluated.

But the scrubber still holds up. The aggregation argument still holds up. And the problem — the genuine, frustrating gap in how digital comics are read — absolutely still holds up.