Librarygame to BookedIn: It’s all in the name

From Librarygame to BookedIn

A key to the success of the project is engagement with the students. And a big part of that is the name. The product we’re developing with Running In The Halls (RITH) already has several names associated with it. The underlying technology is called Librarygame which is the name we’ve been using this far. But outwardly RITH market Librarygame as Lemontree to academic libraries and Orangetree to public libraries.

Challenge stamps

Challenge stamps

However, through the course of our student focus groups we found students were put off by ‘Library’ (they instead saw the product as associated with the University not just the Library) and ‘game’ (they were more focused on the other features than on the gamification). Therefore we ran a session with students specifically to look at bringing all the ideas together and deciding on a name. After much deliberation, we agreed on BookedIn. The connotations being references to forming connections with your fellow students (LinkedIn for students), ‘booking’ in at a Library and of course the whole book/library thing. So we’ll be marketing this as ‘BookedIn’ and, where reference is made, ‘BookedIn powered by Librarygame’ to ensure RITH get acknowledgement for their product.

I think I can imagine a student saying, “Ooh! Have you seen this on BookedIn?”


With a live launch in Sept 2014, the pilot is due to run from the 27th January. We’re recruiting 200 students from the larger faculties to sign-up to BookedIn so we can test it and obtain feedback. We’ll be speaking to the students before they leave for the Summer to get feedback we can use to refine features for the full launch. We’ll also be looking at the hard data to see how BookedIn usage differs between schools, sexes, year group and other facets we think useful. The analysis of the pilot stage will help ensure we’re steering the project towards meeting the objectives:

1. Encourage engagement with the University of Manchester of Library.
2. Increase the number of first year undergraduates actively engaging with the Library.
3. Enhance the customer’s serendipitous discovery of Library resources by allowing customers share their use, reviews and ratings.
4. Evaluate gamification as a means of shaping positive user behavior.
5. Expose Library usage statistics in a meaningful way.

And because The University of Glasgow are running their pilot at the same time we can pool our findings and hopefully share some interesting results.

For any further information about the BookedIn project, please get in touch!


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