
Turning more than 40 books into a guided world of discovery
Turning more than 40 books into a guided world of discovery
Turning more than 40 books into a guided world of discovery
STRATEGY & DESIGN




the problem
the problem
Turning more than 40 books into a guided world of discovery, beyond Narnia
The C.S. Lewis Company wanted to create a new digital home for Lewis’s work: a place where people could read, reflect and explore his ideas beyond the stories they already knew. The project moved from an early hypothesis through concept exploration, research and product definition, establishing the core experience ahead of its October 2026 launch.
The C.S. Lewis Company wanted to create a new digital home for Lewis’s work: a place where people could read, reflect and explore his ideas beyond the stories they already knew. The project moved from an early hypothesis through concept exploration, research and product definition, establishing the core experience ahead of its October 2026 launch.
The C.S. Lewis Company wanted to create a new digital home for Lewis’s work: a place where people could read, reflect and explore his ideas beyond the stories they already knew. The project moved from an early hypothesis through concept exploration, research and product definition, establishing the core experience ahead of its October 2026 launch.
the CHALLENGE
the CHALLENGE
For many people, C.S. Lewis means The Chronicles of Narnia. But his wider body of work spans more than 40 books across faith, philosophy, relationships and the human experience.
A conventional library could make the content available, but it wouldn’t necessarily help someone know where to begin. The challenge was to make this extensive archive feel relevant and approachable, even to people unfamiliar with Lewis beyond Narnia.
For many people, C.S. Lewis means The Chronicles of Narnia. But his wider body of work spans more than 40 books across faith, philosophy, relationships and the human experience.
A conventional library could make the content available, but it wouldn’t necessarily help someone know where to begin. The challenge was to make this extensive archive feel relevant and approachable, even to people unfamiliar with Lewis beyond Narnia.
For many people, C.S. Lewis means The Chronicles of Narnia. But his wider body of work spans more than 40 books across faith, philosophy, relationships and the human experience.
A conventional library could make the content available, but it wouldn’t necessarily help someone know where to begin. The challenge was to make this extensive archive feel relevant and approachable, even to people unfamiliar with Lewis beyond Narnia.
For many people, C.S. Lewis means The Chronicles of Narnia. But his wider body of work spans more than 40 books across faith, philosophy, relationships and the human experience.
A conventional library could make the content available, but it wouldn’t necessarily help someone know where to begin. The challenge was to make this extensive archive feel relevant and approachable, even to people unfamiliar with Lewis beyond Narnia.
How might Lewis’s ideas become easier to discover without requiring people to understand his entire catalogue?

UNDERSTANDING THE AUDIENCE
Research identified 2 overlapping audiences

Spiritually Curious Explorers
They wanted thoughtful content and deeper meaning, but preferred lighter, guided experiences that could fit naturally into their day.

Margin Writers
They engaged more actively, saving passages, making notes and connecting ideas across different works.
What the app could be
Exploring early concepts to create an oasis of experience
The initial vision was intentionally broad. It included reading, personal reflection, conversations between readers and AI-assisted interactions inspired by Lewis’s writing. Before defining the product, we used quick sketches and scrappy prototypes to make these possibilities tangible.
The Threshold
Entering Lewis’s work through immersive thematic portals.
The Threshold
Entering Lewis’s work through immersive thematic portals.
These weren’t intended as polished design directions. They helped us discuss what each idea offered, where it created friction and which behaviours were worth testing.
How research changed the direction
We tested 2 interaction models through moderated and unmoderated studies.
Led by Content Feed
A familiar content feed, presenting related content in a structured vertical sequence.
Led by Portals
A more exploratory, portal-led experience where people moved through themes and connected content.
RESULTS
The experience wasn’t to gamify reading, but to make discovery rewarding in its own way, combining the wonder of exploration with enough guidance to ensure people never felt lost.
38%
said they would save less if their activity were visible to others.
14%
were particularly attracted to broader social sharing.
52%
found it easier to navigate concept 1 quicker to understand and more useful for discovering content.
49%
users felt Reflection was useful, but not strong enough to carry the entire product.

Gateway into
C.S. Lewis

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