HE WAY WE read has changed. For most twenty-first century readers, read- ing is a multimedia and multi-platform activity; a cognitive and material inter- weaving of texts, images, texts as images, and images as texts. The problem in this change, as I see it, is not that contempo- rary users of textual artifacts do not “read” in the traditional sense of the word, but rather that existing texts are ill equipped to enrich the reading experience and accom- modate these users. As such, the editorial designer’s new opportunity and respon- sibility is to define new ways to deliver old but culturally significant texts—the so-called “literary classics”—to these users. It is time to evolve the book, and this was the challenge of my Master of Design thesis project. I began this project at Emily Carr owing to my undergraduate background in literary history and theory. My intent was to use design methodologies to deliver classic texts to a generation that grew up with stories like J.K. Rowling’s Harry Potter, told through multiple media touch- points: print books, fan-generated con- tent, web-based medias, films, and video games. This is my generation. We are what Douglas Rushkoff calls the screen- ager generation [3]. To some scholars and more skeptical professionals in literary education, the attention span of this gen- eration is extremely limited. Our ability to engage with any text at a critical level is, supposedly, lesser than our counter- parts prior to the mid-twentieth century. For other researchers and profession- als, the issue is not as clear-cut as, “the kids aren’t reading”. To them, the kids are reading differently. Indeed, my interview- ees for user profiling have demonstrated that reading is alive and well: the internet is, for the most part, text. N. Katherine Hayles proposes a synthesis of digital read- ing behaviours with non-digital reading behaviours, and suggests that both digital and non-digital reading behaviours. A syn- thesis between the two is key to effective pedagogical advancements in literacy [1,2]. Adam Cristobal Evolving the Book challenges in ebook design for literary classics With that in mind, how can texts be brought to life for users in ways that their original codex forms often fail to do? With the growing number of ebook forms, the possibilities of the digital text are endless, so much so that the term ebook begins to lose meaning. It is easy to imagine the graphing of Ux structures from game design onto an ebook adaptation, and how these structures might shape the text itself into something far removed from its origi- nal form. Moreover, the designer’s role in this particular publishing process is chang- ing. Editors, developers, and publishers increasingly see the value and deeper applications of designerly techniques and strategies. This space is quite bountiful, and many studios currently work within this space, including Inkle, Simogo, and Loud Crow Interactive. My initial exploratory prototypes exper- imented with radically different modes of delivering and reimagining a text, includ- ing gamification and social reading, but I realized that these approaches were not quite what I had initially intended. Often, these adaptations involve rewriting and interactivity + 39 abridging portions of the text in order to grow or fit gameplay structures into the narrative. On a grander scale than my own prototypes, this kind of adaptation is demonstrated in Inkle’s Frankenstein app, which is a choose-your-own-adven- ture adaptation of Mary Shelley’s nine- teenth-century text. If we refer back to Shelley’s original, we might realize that Inkle’s app is not the book equivalent of the penny-farthing’s evolution to our contemporary bicycle. Rather, it is the book equivalent of bicycle to automo- bile. Readers no longer pedal themselves through the text. Instead, Inkle’s rewriting is a motor that propels the reader through the text, much asa film adaptation might