This mobile app aims to simulate the real-life situation of taking care of pet dogs, containing an AR feature that projects the animated virtual dogs to the real environment, especially in outdoor circumstances. The goal is to help families with children learn the value of responsibility through joy and interaction.
UX Research
UI Design
Animating
AR Developing
Prototyping
Personal Project
Fully functioning Figma prototype
Scannable AR experience
Figma
Blender
8th Wall
In the post-pandemic period, there has been a 63% increase in the number of pets ending up in shelters compared to the same period in 2021. This surge is largely due to people underestimating their ability to care for dogs as part of their families. These abandoned dogs have come to be known as 'Covid Dogs.'
To foster responsibility and ownership, we must teach the physical duties of pet care and inform prospective owners about the life changes a dog may bring. However, replicating pet care responsibilities in real life can be challenging. A virtual simulator might provide a solution by offering realistic, interactive scenarios that allow prospective owners to experience and practice the duties.
I conducted interviews with two pet owner friends and three dog owners (two of them have kids) in Toronto to understand the discrepancies between their expectations and real-life experiences.
‘Once chosen, never abandoned’ is the core of our concept. Therefore, the design goal of the onboarding section is to educate users on making thoughtful and informed decisions when selecting their pet companion.
The AR feature provides an immersive walking experience by using your phone camera to create a virtual environment. Unlike a real leash, the app uses a joystick to control the dog's direction. It incorporates practical elements of dog ownership by offering a checklist for items needed before heading out and simulating the task of picking up after the dog. Additionally, the app includes a safety feature that pauses the experience when crossing a street, integrating both behavioral training and outdoor safety considerations into the virtual experience.
The app’s dashboard keeps users informed about their pet's condition by tracking various metrics, such as the food supplies and shedding patterns. The shedding tracker, for example, helps users understand their breed's shedding behavior, promoting better awareness and care.
The app includes a virtual budget tracker to monitor dog-related expenses using virtual currency and visual diagrams. It also offers virtual shopping to familiarize users with dog products, aiding in preparation for dog ownership. Additionally, the app may partner with dog product brands as a potential revenue model.
A credit to RedDeer3d for providing the border collie armature and a basic animation set. I customized the materials in Blender to create 3 stripes of animation for three scenes: Begging to walk, Trotting when going out, and Defecating.
Building the AR experience via the webAR platform 8th Wall, I worked with HTML and JavaScript to enable the animated 3D model to perform the corresponding actions upon interacting with it.
To keep the visual consistency of the all project, I worked on tweaking the CSS code to align the button UI in the AR platform to the designed style guide.
I conducted testing sessions with pet owners in Toronto and fellow product designers to gather feedback on the app's usability, functionality, and overall experience.
To ensure the dog's walking speed matched the average human walking speed in the AR experience, I experimented with various animation styles while walking with the phone camera on.
I conducted an accessibility test via the Figma plugin - Include-Accessibility Annotations. My product met most of the criteria in the initial test and after fixing the minor issues, it passed the full exam.
Here is a sample report of the dashboard test:
Test participants showed a 75% correlation between their dog’s health and their satisfaction. To clarify this link, satisfaction was split into two metrics: dog well-being and owner effort. Introducing a dynamic ring infographic for tracking virtual currency led to a 30% increase in satisfaction and a 40% reduction in budget-related confusion among new users.
Reorganizing the breed card to prioritize breed over the dog's name resulted in a 25% faster identification and a 65% user preference for the new layout.
A redesigned interface for pet cues improved perceived responsiveness by 40%, allowing users to better understand their pet's needs, mirroring real-life interactions.
Given more time, I would conduct thorough usability tests with children to uncover subtle user experience issues. Observing their interactions would help identify pain points and areas for improvement, making the product more intuitive and engaging for young users.
I would merge the two separate AR experiences into a seamless journey. This would involve redesigning the user flow to ensure smooth transitions and a cohesive narrative, enhancing immersion and overall user satisfaction.
Lastly, I would seek feedback from pet care institutions, pet NGOs, and vet schools on features aimed at reducing pet abandonment. Their insights would guide refinements, making the product more effective in promoting responsible pet ownership.