Why This Project
Bridging Two Worlds: Traditional Publishing Meets Interactive Media
The digital reading landscape was fracturing. On one side, traditional ebook platforms offered quality literature but zero interactivity. On the other, interactive fiction apps attracted millions of users but relied on user-generated content that rarely met publishing standards. We identified a significant gap: readers wanted agency in their stories without sacrificing narrative quality.
Our initial research revealed compelling user needs. When we surveyed romance reading communities, 91% expressed interest in interactive versions of professional, novel-length books. This overwhelming response signaled an underserved market where digital natives craved more agency in their reading experiences—a fundamental shift in how modern audiences expect to engage with stories.
Mapping the Opportunity Space

A clear market gap between passive reading and visual-heavy gaming experiences
Key Design Challenges
1. Creating Seamless Interactivity
How could we introduce choice mechanics without disrupting the reading flow? Traditional modal dialogs and game-like interfaces would break immersion in a text-based narrative. We needed interactions that felt as natural as turning a page—maintaining scene pacing while giving readers meaningful agency over the story's direction.
2. Empowering Non-Technical Authors
Bestselling authors had compelling stories but no bandwidth—or desire—to learn syntax-heavy systems. Existing interactive fiction tools required programming knowledge or forced writers into rigid templates. We needed to design an authoring system that felt as familiar as their current writing tools while enabling complex branching narratives.
3. Balancing Monetization with Bootstrap Constraints
Mobile readers expected free content, yet we worked with bestselling authors accustomed to premium pricing. We chose a pragmatic free-to-play model we could realistically implement: a key-based system with premium diamond content. While we envisioned eventually testing multiple monetization approaches, our bootstrap reality meant shipping a working product first. This constraint shaped every design decision—building the best possible reading experience within our means.
Understanding Our Users
We identified two distinct user groups whose needs had to be simultaneously addressed:
Readers
Digital natives who grew up with both books and games. They expected agency in their entertainment but were frustrated by the juvenile content in existing interactive apps.
Authors
Professional writers seeking new revenue streams as traditional publishing economics collapsed. They had stories to tell but lacked the technical tools to make them interactive.
To bring the project to market, we'd need to design an ecosystem that served both groups. Every interface decision would ripple through content creation, user experience, and business sustainability.
Core Design Question
Could we create an interactive reading experience sophisticated enough for adult audiences while keeping the authoring process simple enough for non-technical writers?
Research & Discovery
Validating a Hypothesis Through Multi-Method Research
We validated our hypothesis through quantitative analysis, community surveys, competitive mapping, and industry trends. Our goal was to prove that readers wanted professionally written, interactive fiction.
Discovering the Crossover Audience
Romance Readers
Interactive Fiction Users
*Based on Reddit polling of r/Choices users expressing interest in adult romance content
The data confirmed what we'd observed in both communities. Both audiences were predominantly female, and romance readers were getting younger while interactive fiction users were aging up. This convergence revealed our sweet spot: women in their 20s and 30s who grew up fluent in both books and games.
Community Validation
To validate demand, we went directly to established online communities, surveying 388 engaged users. This guerrilla research approach let us quickly test whether our crossover audience actually existed and what they wanted.
Romance Reader Community
Survey: Interest in interactive romance narratives
n=140 respondents
Interactive Fiction Community
Survey: Interest in text-based interactive narratives vs. visual interfaces
n=248 respondents
Community surveys conducted across targeted online forums and discussion groups
Both communities showed strong interest in a product that didn't yet exist. Romance readers were excited about the possibilities of introducing agency in their stories, while interactive fiction users craved higher quality content. This crossover demand validated our core hypothesis.
Competitive Landscape Analysis
We mapped the existing market to understand why user needs weren't being met:
Platform Type | Strengths | Gaps |
---|---|---|
Traditional Apps (Radish, Galatea) | Professional content, established authors | No interactivity, passive consumption only |
Interactive Games (Episode, Choices) | Engaging mechanics, strong monetization | Avatar-based UI, speech bubbles break immersion, shallow narrative depth |
Our Opportunity | Full-length narratives, professional authors | Text-based choices preserve reading immersion |
Key Insights That Shaped Our Design
Quality Over Quantity
Users explicitly wanted "real books by real authors"—not user-generated content. This insight led to our curated approach and author-first platform design.
Text-First Experience
Users wanted to read full narratives—not tap through speech bubbles. This validated our hypothesis that text-based interactivity would provide deeper immersion.
Meaningful Choices
Users wanted more than superficial choices like outfit selection or avatar customization. They wanted decisions that impacted character relationships and story outcomes—choices integrated into the narrative flow, not interrupting it with full-page pop-ups.
Author Economics Matter
With author income declining and piracy rising, we needed a model that could pay authors better than alternative publishing platforms while protecting their IP.
This research validated our hypothesis and uncovered the design principles that would guide every decision we made. We were pioneering a new category at the intersection of literature and interactivity—one that demanded we reimagine the conventions of both industries.
My Role
More Than a Designer
As Co-founder and Head of Product & Design at Zory, I built the company from scratch alongside the creators of Crossy Road. Beyond traditional design work, I owned the complete product journey. This allowed me to trace every design decision through its full lifecycle, from concept to code to customer impact.







I led design for the complete mobile experience, from information architecture to micro-interactions. Working closely with my technical co-founder, Matt Hall, I helped architect a system that empowered 18 bestselling authors to create interactive stories without code and without ever leaving their manuscript document. My focus was making complex authoring feel intuitive.
The Founding Team

Industry veterans with experience shipping to hundreds of millions of users
Learning from Industry Veterans
Building Zory alongside industry veterans who'd collectively shipped products to hundreds of millions of users shaped how I approach design. Our team brought together expertise from mobile gaming and traditional publishing—each domain with its own patterns, constraints, and user expectations.
My days mixed creative sessions with RITA-nominated authors, technical discussions with mobile gaming veterans, and strategy meetings with experienced operators. Clara Reeves, CEO of Hipster Whale (Crossy Road), advised us on platform features and business models. Working across these different groups taught me to bridge perspectives and communicate ideas clearly between creative and technical teams.
Working with this caliber of team fundamentally raised my standards. Matt Hall's experience creating one of the most downloaded mobile games in history meant we thought about scale and performance from day one. Our editorial director's 35 years in publishing brought nuance to every content decision. These partnerships taught me to match the communication style and technical depth needed for each stakeholder, whether collaborating with emerging talent or industry pioneers.
Key Design Decisions
1. Choice Architecture: Designing Seamless Interactive Moments
Interactive fiction typically treats choices as interruptions—modal dialogs that break narrative flow. At Zory, we explored whether choices could feel like natural extensions of the reading experience itself.
We decide choices would always appear at the bottom of the reader page, creating predictable placement. When content demanded more room, choices would flow to the next page but maintain that bottom position.
We worked with writers to ensure decision points had emotional context through narrative priming—inner monologues revealing conflicting desires, dialogue building tension without telegraphing options. When choices appeared, readers had context for their decision rather than facing arbitrary options.
Choices appeared via staggered animations triggered by scroll/swipe position rather than waiting statically on the page. The pop-in animation added a moment of delight that signaled an interactive moment without disrupting reading flow.
Premium Choice In Action
The button interaction used a 2D raised aesthetic with press animations that made the button appear to sink into the page. Haptic feedback reinforced the interaction. Upon selection, the chosen text animated from the button into its position as the next line of narrative, while unchosen options faded away.
From Concept to Production
Early Interaction Concept (Rive)
Prototyped in Rive to explore timing, personality, and the text integration animation
Shipped Experience (Flutter)
Final implementation with refined animations and seamless narrative integration
The integrated choice text was styled slightly lighter than surrounding narrative and was centered—a subtle acknowledgment of reader agency without disrupting flow. A staggered reveal animation unveiled the continuation, creating a sense of the story responding to reader input.
Premium choices used the same interaction system with added sparkle animations created in Rive. This maintained consistency while adding visual value to paid options.
Premium Choice Animation
Qualitative feedback consistently highlighted the seamless integration of choices. Beta testers described feeling "inside" the narrative and reported that choices felt like "part of the story" rather than interruptions. This integration appeared to contribute to user retention during early reading sessions.
Key Takeaway
Treating each micro-interaction as differentiating design opportunities created a reading experience where interactive mechanics enhanced rather than interrupted the narrative. Users reported a deeply immersive reading experience, suggesting successful integration of interactivity into the reading flow.
2. The Five-Tab Architecture: Designing for Readers, Not Gamers
Early in our design process, we considered game-like features—quests, achievements, energy systems—but ultimately rejected them in favor of simplicity. We wanted the clean, focused experience of a Kindle app with the added excitement of choice.
Research showed romance readers think in terms of "my books" (library), "finding new books" (bookstore), and basic account needs. This informed our five-tab architecture that streamlined readers into books as efficiently as possible, using familiar metaphors instead of gaming conventions.
Information Architecture
Home
Editorial Curation

Shelf
Personal Library

New
Discovery Made Simple

Store
Transparent Commerce

Account
Just the Essentials

Home: Editorial Curation
Featured story banner, continue reading section, and featured recommendations. This is where we could be opinionated about what to read next.
Shelf: Personal Library
Visual bookshelf with cover art, progress percentages on each book, and sort options. Readers could see their collection at a glance, just like their physical bookshelf.
New: Discovery Made Simple
Dual tabs for "Out Now" and "Coming Soon" with cover-first browsing. Readers could add upcoming releases to thier shelf and get notified on launch day.
Store: Transparent Commerce
Current diamond balance prominent, bundle options with clear value propositions, and a "Free Keys & Diamonds" section for daily rewards. No confusing currencies or hidden costs.
Account: Just the Essentials
Reading preferences, notifications, community links, and help. We resisted the urge to pack in features here—it remained scannable and task-focused.
3.6
Engaged sessions per active user
37%
Weekly active user retention
2.6%
Store conversion rate
The five-tab structure resulted in 3.6 engaged sessions per active user, 32-minute average session times, and a 2.6% purchase conversion rate. User feedback consistently noted the app was easy and pleasant to navigate.
Key Takeaway
Understanding audience reference points proved critical. By grounding navigation in familiar library and bookstore metaphors rather than gaming conventions, the interactive elements felt like natural extensions of the reading experience.
3. Editor's Notes: Scaffolding Reader Understanding
After soft-launching, we discovered readers faced a cognitive gap between making choices and experiencing their consequences. A choice in chapter 8 might fundamentally alter the story, but its impact wouldn't become apparent until chapter 15. This disconnect caused confusion and contributed to reader drop-off.
Our solution was Editor's Notes—contextual messages that appeared before and after key choices. These served multiple purposes: onboarding new readers into how interactivity worked, celebrating monetized choices with positive reinforcement, and most importantly, letting readers know their choices would have significant consequences down the line.




We implemented this feature delicately. We needed to provide just enough information to maintain reader confidence without spoiling future plot points. Notes like "This choice will significantly impact your relationship with this character" gave readers the assurance that their decisions mattered, even when the immediate narrative seemed to continue unchanged.
Beta testers in our Discord reported that Editor's Notes improved their understanding of the interactive format and increased confidence in their choices. Several readers noted that knowing their choices would have later consequences maintained engagement through transitional chapters.
Key Takeaway
Never leave users wondering if their action worked. Whether the result comes immediately or later, always acknowledge what they did and set expectations for what's next. Users need to feel confident they're on the right path—not guessing if something happened.
4. Zory Writer: Creating a Design Language for Interactive Authoring
Enabling non-technical authors to create interactive narratives required bridging two different mental models. Existing tools were built by programmers using terms like nodes, branches, and conditional logic. Romance authors thought in scenes, metaphors, and emotional beats.
Early Concept: Color-Coding for Branching Narratives

My initial concept for making branching narratives visual and intuitive in traditional word processors
Initial explorations focused on how authors naturally think about story variations. Before collaborating with CTO Matt Hall (creator of Crossy Road), I developed concepts using simple highlights and parenthetical tags that could work in any word processor. This became the foundation for our authoring system.
The key insight was reframing the vocabulary. Traditional interactive fiction used "branches"—implying permanent divergence. We introduced Vines: story paths that could weave apart and come back together. This metaphor shift changed how authors approached their stories. Rather than exponentially complex branch diagrams, they were weaving controlled variations.
The complete framework included 13 author-friendly concepts, four key ones being:
Key Concepts from the Zory Design Language
Vines
Story paths that weave apart and come back together. Unlike traditional branches that diverge forever, vines allow for controlled variation that returns to the main narrative.
Leaves
Content that appears later as a result of earlier choices. Like leaves sprouting from a vine, these passages reveal the consequences of reader decisions chapters later.
Skipping Stones
Single choices that create ripple effects throughout the entire story. One decision can spawn multiple leaves across chapters, books, or even series.
Choice Framing
Options that shape reader perspective without immediate content changes. These choices influence how readers interpret subsequent events, adding psychological depth.
These four concepts represent a sample of the comprehensive design language I developed, which included 13 distinct terms that helped authors think about interactive storytelling in new ways.
Each term was carefully chosen to resonate with writers' existing mental models. While Matt Hall brilliantly engineered the ZRY markup engine that powered everything, I focused on making it feel natural in Google Docs—the tool authors already used daily.
From Author's Manuscript to Reader's Experience

The system's elegance: authors write naturally with minimal markup, while readers experience rich, branching narratives—all within immersive text, not speech bubbles

Author in Docs
Authors write naturally in Google Docs using familiar tools. Color-coded tables and simple formatting conventions replace complex syntax. The add-on provides one-click buttons to insert choice blocks, validate structure, and preview chapters instantly—no code knowledge required.

Convert with ZRY
The system automatically validates every choice ID and target, builds the complete branch graph, and packages everything into a .zry file. Authors receive clear error messages if something needs attention. What previously required technical expertise now happens with a single export command.

Run in the App
Stories come alive instantly in the Zory app with full interactivity, monetized choices, and professional presentation. All without touching a single line of code.
The Google Docs add-on interface maintained simplicity. Despite our system being simpler than traditional tools, any friction could interrupt creative flow. The add-on provided one-click insertion of pre-formatted choice blocks with placeholder text, allowing authors to focus on storytelling rather than syntax.
Zory Writer Google Docs Add-on Interface

The add-on provided one-click insertion of formatted choice tables and intuitive controls for authors
Authors who had been intimidated by traditional interactive fiction tools were creating complex narratives within days.
By the time we sunset, dozens of professional authors and in-house writers had successfully used the system. The comprehensive documentation became the foundation for author onboarding, and the conceptual framework influenced how the entire team discussed interactive storytelling.
Key Takeaway
Effective design systems meet users in their existing workflows. Creating a conceptual framework aligned with authors' mental models and building tools that integrated into Google Docs removed adoption barriers. The most impactful design work often involves creating languages and systems that make complex technology approachable.
Results & Impact
While Zory ultimately sunset due to content velocity challenges, we achieved significant validation during our 18-month run. The metrics below represent lifetime performance across 14,000+ downloads.
32m 48s
Avg. Session Time
Exceeding industry benchmarks like Wattpad's 28 minutes
61%
Direct Traffic
Organic growth with minimal paid marketing spend
$13.28
Android ARPPU
67% higher than iOS users ($7.01)
3.6
Sessions per User
37% WAU/MAU retention rate
User Behavior Patterns
Following our April 2024 global launch, user engagement patterns remained consistently strong. The 61% direct traffic rate indicated substantial word-of-mouth sharing, while our 4.16% App Store conversion rate exceeded the entertainment category average of 3.2%.
Users who downloaded the app averaged 3.6 sessions per week with session lengths of 32 minutes—substantially higher than the 1.0-1.5 sessions typical for entertainment apps. This engagement pattern persisted throughout the product lifetime, with 37% of users returning weekly.
User Feedback
"Easy to navigate and binge. Love the app interface. Not distracting. Different from competitors because there is depth and major twists without text boxes."
"The app itself is so bubbly and fun to use. You can really tell they put a lot of passion and care into making it.(I really love reading on the dark mode at night.)"
"The app has great features to make it easy to read on your device (multiple background colors) and the ability to choose scroll reading or page flipping. You can tell the app is put together with care and creates a fun way to take in a new story."
Platform Impact
Author Adoption: Bestselling authors successfully created interactive stories using the Zory Writer system. The Google Docs-based workflow and conceptual framework (Vines, Leaves, Skipping Stones) enabled authors with no technical background to create branching narratives within days of onboarding.
Monetization Performance: Premium choices converted at 2.6%, with Android users spending $13.28 on average compared to $7.01 for iOS users. This inverse of typical platform patterns (where iOS usually generates 60% higher revenue) suggested different user demographics or expectations between platforms.
Engagement Patterns: Users averaged 7.55 sessions per device over the product lifetime, with 37% returning weekly. The combination of high session duration (32m 48s) and multiple return visits indicated strong product-market fit among our user base, though content production limitations prevented broader scale.
Key Takeaway
Strong user engagement validated our design decisions—the reading experience, choice mechanics, and author tools all worked as intended. However, even the best-designed platform depends on content ecosystem dynamics. Our challenge wasn't user experience but scaling the content creation side to match reader demand.
Reflection: Lessons from 18 Months of Interactive Fiction
Zory was an ambitious attempt to democratize interactive storytelling. As a bootstrapped team with one primary engineer, we built a platform that enabled bestselling authors to create branching narratives without technical knowledge. While content velocity and monetization challenges ultimately led to our sunset, the journey provided invaluable insights about product design, platform dynamics, and the realities of bootstrapping.
What the Data Revealed
Users spent an average of 32 minutes and 48 seconds per session—higher than typical reading apps like Wattpad (28 minutes) and approaching video streaming engagement. The 61% direct traffic and 3.6 sessions per user indicated strong product-market fit among our user base. Interestingly, Android users spent $13.28 on average versus $7.01 for iOS users, inverting typical platform monetization patterns.
These metrics validated our core assumptions about reader appetite for quality interactive fiction. However, with only a small pool of paying users across all platforms and no ad revenue implementation, our free-to-play model couldn't sustain the business despite strong engagement.
Systems That Worked
The Zory Writer system successfully onboarded signed and hired professional authors who had never created interactive content. By building within Google Docs and creating an intuitive conceptual framework (Vines, Leaves, Skipping Stones), we reduced the barrier to entry significantly. Authors were publishing complex narratives within days of starting.
Our choice architecture—seamlessly integrated into the reading flow rather than modal interruptions—maintained narrative immersion. The five-tab navigation respected reader mental models, avoiding game-like conventions that might alienate our target audience. Our key-based monetization with free chapters effectively hooked readers before asking for payment.
The Content Velocity Problem
With 12,000+ users and only 18 authors, we faced a fundamental supply-demand mismatch. Our free-to-play model, with keys regenerating every 8 hours (if below quantity thresholds), encouraged binge reading that our premium author base couldn't satisfy. Unlike platforms with user-generated content or AI-assisted creation, our focus on professional quality stories limited production speed.
This constraint became clear as session times declined from 32 minutes to 15 minutes—users had simply exhausted our content library. With limited resources, we faced a dilemma: building content management tools and creator incentive systems would accelerate production, but shifting to a user-generated content model would betray our core promise. We had positioned ourselves as a publisher of premium fiction, not another platform for amateur writers. The very quality standard that attracted our users also limited our ability to scale.
Closing Thoughts
Building Zory taught me that great UX design extends beyond the user interface—it requires designing sustainable systems. While we thoughtfully designed our content pipelines, creator tools, and monetization mechanics, we underestimated the scale needed for a F2P model to thrive.
The tension between our F2P model and premium content strategy revealed a crucial design principle: even well-designed systems can fail if they're misaligned with operational realities. Our polished reader experience and intuitive author tools worked beautifully—but couldn't overcome the fundamental mismatch between content velocity and user demand.
Most importantly, I learned that designers must treat operational constraints as core design constraints. The best user experience is one that can actually be sustained at scale. Future platforms need to ensure their design vision aligns with their resources—sometimes the most user-friendly choice isn't the most complex system, but the one you can actually deliver on consistently.