Amanda Rosengren Blom

lesespark!

Students testing Lesespark in a classroom
TEAM
Amanda Rosengren Blom · Guro Lehn Viset
PERIOD
Spring 2026 · Master's project
PROJECT PARTNER
Gyldendal Undervisning
RECOGNITION
Nominated for the AHO Awards (interaction design)

CONTEXT

Lesespark! is a master’s project developed with Gyldendal for lower secondary school students. Against the backdrop of a reading crisis, it explores how community and social interaction can create new ways into literature.

READING TIME = PARTICIPATION

Observations showed that time set aside for reading did not necessarily mean that students were actually reading. The research also pointed to community and social influence as important drivers of young people’s engagement.

Could community become a way into literature?

SELECTED METHODS

Student using a conversation tool with cards

Conversation tool with students

Made it easier for students to talk about what they like and dislike doing — and why.

Classroom observation

Classroom observations

Provided insight into what actually happened when time was set aside for reading.

Expert workshop with notes on the wall

Expert workshop and conversations

Practitioners and experts contributed perspectives on reading, young people and social influence.

DESIGN PROPOSAL

Lesespark! consists of three digital reading activities built around short fiction and different forms of interaction.

Student testing the Hidden Reader activity

Hidden Reader

Students respond to challenges based on what they have read and try to identify who has not read the same text.

Student testing the Blank Text activity

Blank Text

Students collaborate to shape a text in their own way — one chooses words while another adds image and sound — before viewing and comparing each other’s versions in the classroom.

Student testing the Your Voice activity

Your Voice

Students anonymously share their views on themes from the text and from teenage life more broadly, then compare them with the rest of the class as a starting point for discussion and reflection.

TESTING THE SOCIAL EXPERIENCE

The activities were developed as working prototypes through AI-assisted vibe coding. This made it possible to connect eight students and test and iterate on the actual social experience in the classroom — not just the interface.

All three activities were further developed through testing. In one activity, testing revealed performance pressure, so the goal shifted from remembering to expressing an opinion.

Students testing the prototype in the classroom
Students gathered around the Lesespark prototype
Classroom testing of Lesespark

One of them often plays games in class. I have almost NEVER seen him participate and write this much before.

Norwegian teacher

You are focusing on what really matters: the teacher, the student and their experiences.

Product Manager, Gyldendal Skolestudio
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