Background
  • There are 200 million cats and dogs in the US
  • Last year, pet owners spent around 60 billion dollars on their pets, which is the same as the country spends on beer. Out of that $60 billion, around half is spent on veterinary expenses and a third on meals, but that still leaves a big count for treats, particularly pet-related treats for their owners. So, I decided to find needs and problems of the pet owners and design useful application.
  • Goal:
  • By designing for pets, I aim to strengthen the relationship between pets and their owners. In this project,the PetKeeper is a companion mobile application for​ ​hypothetical pet wearable named ​Keeper​. The mobile and smartwatch applications are designed to monitor the health, activity, and location of the pet. This targets the well being of pet and staying informed while an owner is away from the pet. I started it with research.
  • Project Duration
    3 Weeks
  • My Role
    Product Designer
  • Project Type
    Personal Project
  • Tools
    Sketch, Qualtrics, Principle, Adobe Illustrator, Photoshop
UX Research
  • I prepared a survey and asked questions to pet lovers like, what is the most important for them about their pets, which type of technology do they need, what are the problems with the available technologies.
  • To put myself in user's shoes I came up with the personas. The survey helped to gather data about the users and come up with the user personas as below. Each of the personas is a pair of the pet and his/her owner:
  • (To zoom the image, click on it)
Persona 1
Persona 2
Use Cases and User Flow

To connect the functional requirements with the user activity and user scenarios, I crafted use cases. These use cases have a brief description of functionality and logical information flow.

Here, the user flow helped me to decide the overall information architecture of the application. By adding total eight use cases, the whole system is defined in a user-centered manner.

User Journey

To empathize with the user, I decided to design user journey. The user journey consists the lo-fi wireframes of the screens. I prepared sketches to formulate idea into mobile app screens. And added the user emotions to each possible steps of a journey.

(To zoom the image, click on it)
Prototype Design

The hi-fi prototype for mobile application and smart watch application looks like below:

The smartwatch application's overall look is defined in the interactive mockup. I have covered all important functionalities in the watch application. If the user goes on a walk wearing his watch, he will get all the updates on his wrist.

The onboarding process for the application. For the delightful and meaningful user experience, only necessary information will be asked during registration.

To add a new pet and connect user account with the new keeper is easy here. The simple and short process with the provided cognitive assistance for the complicated functions. (Here, to set safe zone screen - tips are given in the italic text).

The user can change notification settings, add other users to the account and customize the rights to access content for each of them. The account page is full of great options. Also, it's a scalable menu with elegant look & feel.

Iterative Design

For evaluating high fidelity design, I performed user testing with 5 participants. The usability testing helped me to discover the Gulf of execution. I integrated the user feedback into hi-fi prototype and created the final product. Below are the some of the examples of the transitions I made:

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