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Tallis Salamatian

Designing for Reluctant Readers: What We're Learning

Why people who say they don't like reading might just need a different format.

Designing for Reluctant Readers: What We're Learning illustration
reluctant readersinteractive fictionproduct designreading engagement

Designing for Reluctant Readers: What We're Learning

"I don't like reading."

If you've heard someone say this—or said it yourself—you know it's rarely a rejection of stories. It's a rejection of the experience that comes with traditional books: the long ramp-up, the slow payoff, the feeling of falling behind, and the quiet guilt of unfinished chapters piling up.

Reluctant readers aren't broken. They're rational. They've tried a format that demands a big commitment upfront, offers uncertain reward, and often feels like work. If reading has become associated with pressure or boredom, "I don't like reading" is what people say when they really mean: this format doesn't work for me.

As we build StoryBytes, we keep asking a simple question: What if reluctant readers don't hate stories—what if they just hate the traditional delivery mechanism?


What "reluctant reader" actually means

When someone says they don't like reading, they're usually describing friction—attention friction, motivation friction, or confidence friction. It often sounds like:

  • "I can't focus long enough to get into a book."
  • "Books are boring—nothing happens fast enough."
  • "I start books but never finish them."
  • "Reading feels like work, not fun."
  • "I'd rather watch TV or play games."

Notice what's missing: almost nobody says, "I hate stories."

People binge shows, get obsessed with characters, follow plot twists, argue about endings, and replay games for narrative outcomes. The appetite for narrative is still there. The struggle is the format, the pace, and the payoff structure.


The friction points of traditional books

To design for reluctant readers, you have to be honest about what makes the classic book experience hard.

1) High commitment, unknown payoff

A 300-page book is a major commitment. You don't know if you'll like it, but you're expected to invest hours before it "gets good." That's a big ask in a world where entertainment delivers reward immediately.

2) A passive experience for people raised on interactivity

In books, the author makes all the decisions. You observe. For people who grew up with games, apps, and interactive media, that can feel less like participation and more like waiting.

3) Awkward stopping points

Traditional reading expects you to stop at chapter breaks. But real life doesn't cooperate. If you only have 10 minutes, you're often forced to quit mid-thought—and that can create a subtle sense of failure.

4) Delayed feedback

Many books are built for long arcs: the payoff is later. But motivation—especially for reluctant readers—often needs nearer-term reinforcement. If the reward feels too far away, quitting becomes the rational choice.

5) One-size-fits-all pacing

Some readers feel overwhelmed by density; others get bored by slow burn. A static book can't adapt to your time, mood, or reading stamina.

None of these problems mean someone "doesn't like stories." They mean the experience wasn't designed around how they actually engage.


How interactive fiction changes the equation

Interactive fiction doesn't magically make everyone love reading. But it can remove the most common friction points that push reluctant readers away.

Here's the shift we're designing for:

  • Instead of: "Commit hours to find out if you like this." We're building: shorter, complete experiences you can try with low risk. If it's not your genre, move on without guilt.

  • Instead of: "Watch the story happen to characters." We're building: narratives where the reader's choices matter—participation instead of observation.

  • Instead of: "Read until a chapter ends." We're building: natural stopping points that don't feel like quitting.

  • Instead of: "Wait a long time for payoff." We're building: frequent moments of consequence—small turns that make attention feel rewarded.

  • Instead of: "One path only." We're building: branching routes that make curiosity a feature: What if I chose differently?

The point is not to turn reading into a game. The point is to make reading feel doable—and then make it feel worth it.


Design decisions we're making for reluctant readers

This is where theory becomes product.

1) Mobile-first, distraction-light

Reluctant readers often won't sit at a desk with a book—but they will read on a phone while waiting in line or winding down at night. So we built for that reality: clean typography, dark mode, and a reading experience that stays focused.

2) Genre diversity from day one

One of the fastest ways to lose a reluctant reader is to assume they "just need the right classic." Most people already know what pulls them in—mystery, thriller, romance, sci-fi, historical, fantasy.

So we're launching with real variety, because the goal is not to force taste—it's to help people find it.

3) Visible progress (to reduce anxiety)

Ambiguity kills motivation. We're building clear progress indicators so readers can quickly understand:

  • how far they are into the story
  • how many meaningful decisions they've made
  • whether they're approaching an ending

When readers can see the finish line, they're more likely to keep going.

4) No shame in quitting

Reluctant readers often carry a backlog of guilt: abandoned books, half-finished chapters, "I should be reading more."

We want StoryBytes to feel like permission. Try something. If it's not working, close it. That's not failure—it's taste discovery. We're optimizing for "find stories you love," not "feel bad about not finishing."

5) Curiosity as the hook

Reluctant readers don't need lectures about why reading is important. They need a genuine reason to continue.

Choices naturally create questions: What if I picked the other option? Did I just make this worse? What happens next? We design for that curiosity to be the engine—not obligation.


What we're learning

We're a young platform, so we're not presenting conclusions as facts. We have a hypothesis:

People who say they "don't like reading" will read more—more often, and with higher completion—when stories are interactive, shorter, and built around meaningful choices.

We're watching for signals like:

  • time spent reading per session
  • story completion rates
  • replay behavior (do people explore alternate paths?)
  • genre exploration (do they try things they wouldn't normally read?)

What we're not claiming

To stay honest and grounded:

  • We don't know if interactive fiction will work for every reluctant reader.
  • We don't know if StoryBytes leads people back to traditional books (maybe it does, maybe it doesn't).
  • We don't yet know which ages, contexts, or reading levels benefit most.

We have hypotheses—not long-term data.


If you're a reluctant reader, here's what we'd ask you to try

Not 100 pages. Not a big commitment. Just a fair test.

  1. Start with what you already like in other media. If you love mystery shows, try a mystery. If you love thrillers, start there.

  2. Give it 10 minutes. That's it. Ten minutes is enough to know whether the experience feels different.

  3. Make choices based on what you would do. There are no "right" answers. The fun is seeing consequences.

  4. If you hate it, switch genres. Some people don't dislike reading—they dislike the genre they were handed in school.

  5. If you like it, replay. Replaying isn't cheating. It's the point: curiosity without pressure.


For parents and teachers

If you're trying to help a reluctant reader, here's what we're learning.

Don't force it

Obligation kills intrinsic motivation. Offer it as an option, not a mandate.

Start with interests

Meet them where they already are—sports, animals, mystery, adventure, history, humor. Low time commitment makes experimenting low-risk.

Celebrate engagement, not completion

Fifteen minutes of focused reading is a win. Completion can come later.

Ask about choices

"What did you choose? What happened?" reinforces comprehension and signals that you care about the experience—not just the screen.


Where we are

StoryBytes is now live:

  • ✅ Android app available on Google Play
  • ✅ Web reader at storybytes.io
  • ✅ 20+ stories across genres
  • ✅ Mobile-first design with dark mode and clean typography
  • 🚧 iOS app coming soon

We're a young platform still gathering data. We don't have long-term case studies yet.

What we do have is a theory worth testing: interactive fiction can make reading feel less like work and more like play.

Ready to try it? Browse stories or download the app. Educator? We're exploring pilot programs—reach out at info@storybytes.io if you want to test interactive fiction in a classroom or library setting.

About the Author

Tallis Salamatian
Tallis Salamatian

Founder & CEO

Founder & CEO of StoryBytes. Serial entrepreneur with experience in aerospace tech, IoT, and government operations. MBA from Clark University. Passionate about making reading more accessible through interactive fiction.

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Designing for Reluctant Readers: What We're Learning | StoryBytes Blog | StoryBytes.io