Little Paws

App that helps to fight loneliness

BACKGROUND

Little Paws is an app that connects shelter animals in need of care with lonely people who are looking for activities to create a safe and enjoyable environment for spending time together.

OVERVIEW

In a professional setting, we often face open-ended challenges where we need to brainstorm ideas that resonate with current trends or issues. This project embodies such an opportunity.

The project began with our group randomly selecting a topic and brainstorming a concept that was viable, feasible, usable, and desirable for a chosen company or organization. It was imperative that our concept was data-driven, with careful consideration given to the data it collected and how it benefitted the user. Furthermore, our concept had to align with at least one of the three randomly drawn Sustainable Development Goals (SDGs).

Our team drew loneliness in the postmodern world as a topic and for the sustainability goals we drew goal 8, goal 11 and goal 12. After careful consideration, we determined that our concept would align best with Goal 12, which aims to ensure sustainable consumption and production patterns.

ROLE

UX Designer 

User research, UI, prototyping, motion design (interactions), user testing, data visualization  

PROJECT DURATION

5 weeks (14 November – 19 December 2022)

PROJECT FORM

Group project of the 1st semester of digital concept development 

Teammates – Kertu Tammjõe, Teodora Ancau, Erika Lanskaronskyte and Melina Kaetow 

COMPANY

Dyrenes Beskyttelse (Not a real collaboration)

PLATFORM

Mobile app

PROBLEM/CHALLAGE

How can we develop a concept that effectively combats loneliness while also meeting suitability criteria and being both useful and desirable? How can we find a company that would be interested in this project?

How can we address the challenge of loneliness by creating a solution that is sustainable, usable and desirable?

Process

Kickoff

Our team started with a meeting where we discuss all the requirements we have to meet. We started to brainstorm some ideas about the overall concept including which target group to address, what are the ways to help people feel less lonely and what include each sustainability goal. The idea that we later tested and chose was to connect people with animals because we found out from research that loneliness could be effectively decreased by contact with animals. Initially, we considered a dog walking concept, but we eventually shifted our focus to animal shelters. By doing so, we are able to not only help lonely people but also help animals in need of companionship.

Empethaize/Research

In this stage we conducted secondary research as well as primary research (focus groups and survey). The goal of this stage was to empathize with the users through qualitative and quantitative research.

Secondary research

During our desk research, our primary focus was on gathering information about loneliness, animal shelters, and the selected company.
Findings from secondary research:

  • ~350,000 Danes aged 16-30 suffer from extreme loneliness. This number does not include those that feel lonely often or rarely.
  • 30% increase in animals in shelters in Denmark over the last year. This signals a significant issue for the local communities.
  • The human-animal bond may reduce the sense of loneliness and social isolation
  • Positive physiological and behavioral changes were evident in shelter dogs even after only a single 15-min petting session with an unfamiliar volunteer
  • Dog-walking offers a simple means of community-based social interactions for people.
Company

Since one of the requirements for this project was to find a company for whoes this concept would be viable, feasible, usable, and desirable we chose Dyrenes Beskyttelse. Dyrenes Beskyttelse is an organization that has 10 animal shelters around Denmark with a mission to improve the Danish and European animal welfare as well as provide safe space for mistreated animals.  
Data from Dyrenes Beskyttelse annual report for year 2021:

  • In total, the Animal shelter found homes for 8,065 animals in 2021. This corresponds to 22 animals a day and shows that fortunately there are many people who want to give animals new and good homes under optimal conditions and with good animal welfare.
  • The number of rabbits transferred from animal shelters set a record in 2021. The staff found new homes for 722 rabbits, which is 158 more than in 2020.
  • Animals are dumped like never before, and as something new, puppies are also left to an unknown fate.
Sustainability goal 

We have aligned our concept with the sustainability goal number 12, which aims to promote sustainable consumption and production patterns.

Key findings:

  • CO2e of an average sized cat is 310 kg per year, with the average-sized dog coming in at 770kg per year.
  • Adopting a dog or cat discourages the breeding of unwanted litters, which in turn can have a real impact on carbon dioxide emissions.
  • Adoption means a significant reduction in the number of people looking to buy pets.

Primary research

In our primary research, our focus was directed towards gathering valuable insights and information regarding our target audience.

Focus groups

We conducted focus groups, each consisting of 4-5 young individuals between the ages of 18 and 30. Our target demographic was a mix of international and Danish students.
Key findings from focus groups:

  • Weekend loneliness – The feeling of loneliness tends to occur most during the weekend.
  • Not feeling like fitting in – Most of the participants do not feel like they fit in and therefore missing family and friends tends to happen often.
  • Physical activity and creating habits – Those are the most common coping mechanisms when it comes to trying to decrease loneliness.
Survey

text

Define

During this phase, we identify all the problems and goals based on the findings from our research.

Target group analysis

Our primary research provided us with a wealth of data regarding our target audience’s needs, struggles, and goals. To better visualize and empathize with them, we created a persona and empathy map. Our target audience consists of young people, both Danish and international students who are experiencing feelings of loneliness and struggling with it.

Persona
Empathy map

Value creation

To gain a comprehensive understanding of the company, target audience, and most importantly, how we can create value and provide a value proposition to the target group, we utilized tools such as the Business Model Canvas and Value Proposition Canvas.

Business Model Canvas
Value Proposition Canvas
Value proposition

Provide an app that helps connect shelter animals in need for care with lonely people that are missing things to do to create a safe space for spending time together.

Goals

Ideate

In this stage we took our initial concept idea and made it even better. Through our hard work and dedication, we were able to take our concept to the next level and create a solution that truly met the needs of our target audience.

Brainstorming

During this project, we conducted numerous brainstorming sessions, during which we generated a wide range of ideas for the concept, features, and data visualization. Using a combination of sticky notes and sketches, we captured and organized our ideas, refining and iterating on them until we arrived at a clear vision for the final product. These sessions were critical to the success of the project, as they allowed us to tap into the collective creativity and expertise of our team, resulting in a truly innovative and effective solution.

Information architecture

To ensure the app’s information architecture was organized and structured in a user-friendly way, we created a site map that provided a clear overview of the app’s layout and content. This allowed us to identify any potential issues and make necessary adjustments before proceeding with the prototyping phase. We also conducted card sorting tests to further evaluate and refine the information architecture. By investing time in these critical steps, we were able to create an app that was easy to navigate and use, ultimately increasing user satisfaction and engagement.

Prototype

In this stage we put our concept into action and created the solution that meets the objectives we had established for this concept.

Wireframes

To begin, we created wireframes that established the basic layout of our pages and the interactions between them. These initial designs allowed us to visualize the overall structure of our product and make adjustments before moving on to more detailed design work. By starting with wireframes, we were able to quickly iterate and refine our ideas, ensuring that the final product was well-designed and effective in achieving its intended purpose.

Design system

Prior to developing the high-fidelity prototype, we created a design system that aligned with the company’s brand identity. To achieve this, we used the same colors and typography as the company’s website, ensuring consistency across all platforms. To make the homepage more in line with our concept, we also designed our own icons, which helped to enhance the user experience and create a more visually appealing interface. By incorporating these elements, we were able to create a cohesive and compelling design that resonated with the company’s brand identity while still being unique to our concept.

High-fidelity prototype

Following the creation of our wireframes and design system, we developed a high-fidelity prototype that accurately represented our final product. We then conducted testing on this prototype, gathering valuable feedback and insights from users that we used to refine and improve the product further. This iterative process allowed us to create a final solution that effectively addressed our identified problem and met our goals. You can view the end result of this in the solution section.

Test

In this stage, we tested our ideas, information architecture of our app and the prototype as a whole. This evaluation process allows us to determine the app’s usefulness and desirability, as well as to assess whether the information architecture makes sense and the overall solution is functional. By conducting these tests, we can ensure that our app will meet the needs of its users while delivering a satisfying experience.

In the initial phase, we tested our ideas, and during the mid-project phase, we conducted card sorting. To evaluate the effectiveness of our information architecture, we performed closed card sorting with ten participants. The result was not that significant and we keep the IA almost as it was before. Upon completing the prototype, we carried out usability testing with five participants, which helped us identify errors and gain insights into the overall user experience. These tests allowed us to refine and improve our app, ensuring it met the highest standards of functionality and usability.

Implement

During this stage, our focus was on turning our ideas into tangible realities and bringing them to life. To achieve this, we utilized various techniques such as risk analysis and force field analysis. These tools enable us to evaluate our concept ideas thoroughly and enhance our communication while identifying potential risks that we may have overlooked previously and creating solutions that will help decrease these risks. With the aid of these techniques, we were better equipped to turn our ideas into successful ventures.

Risk analysis

Key insights: 

  • Walkers are not trustworthy -> Verify the user before the first book, CPR number mandatory, video unboarding
  • Something happens to the pet while playing -> guidance about what to do in this situations and who to call
  • The walkers are not educated about pets -> display information about specific pets: personality, health data, traumas, …
  • Not interested in shelter pets but would prefer only cute and nice pets – inform users about individual pet popularity so they can choose less popular animals to play with
  • Someone under 18 would like to spend the time with the pet – Have parent(s) present or sign a parental consent
  • Language barrier (between the pet and the non-danish person) – having list of the most Common commands
Force field analysis

text

Solution

Our project’s solution is a mobile app that serves as a booking platform for animal shelters. Previously, it was inconvenient for people to call the shelters every time they wanted to book a visit with the animals. Our app solves this problem by allowing users to view all available animals, schedule walks or playtime, access a calendar with their booking history and upcoming booking, read articles and news about animals in need and shelters, participate in events, and view their profile statistics – all in one place.

Onboarding

  • Quick and intuitive process of creating an account
  • Informative, straight to the point onboarding steps
  • Ensuring security and welfare of the animals

Home page

Overall statistics, news, articles, and donation

Pets list

  • Connecting people with the pets in the shelter
  • Finding the right companion

Pets profile

  • Info about the pet
  • When the pet is available  
  •  Pet’s story 
  • Pet’s personality 
  • In which shelter the pet is placed

Book a walk

Quick and Easy Booking Process

Your bookings

Keeping the users up-to-date with thier appointments

User profile

User statistics, badges, and contact info

Notifications

User statistics, badges, and contact info

Possible future features that we didn’t include (due to time limit) but from the research conclusion it would make sense:

  • Adoption – Including the possibility to initiate the adoption process in the app.
  • Other walkers profiles – Short overview of the profile so you would be able to get some basic information about to co-walker.
  • HeatmapWhich animals are taken out to play or walk less so the user would be able to choose those that need more time. 
  • Animal ambulanceWhen spotting a lost or hurt animal you are able to report it straight away. 

TAKEAWAYS & LEARNINGS

Working on this project was an incredible learning experience. It was an exciting journey full of challenges but ultimately, we came together as a team to create a remarkable solution. I believe that the success of this project was largely due to the unique perspectives and strengths that each team member brought to the table.

Teamwork

Throughout the project, my teammates inspired me with their creativity, dedication, and hard work. Their enthusiasm for the project and willingness to collaborate made our team dynamic incredibly positive and productive. Their diverse backgrounds and experiences brought a wealth of knowledge and expertise that helped us approach problems from multiple angles. Working with my teammates taught me the importance of communication, teamwork, and mutual support. We learned to leverage each other’s strengths and to be patient and understanding when facing challenges.

Sustainability

One of our biggest challenges was to create a solution that addressed not only the issue of loneliness in the postmodern world, but also aligned with one of the United Nations sustainability goals. As a result, I gained a deeper understanding of sustainability and the goals themselves, as I had to explore all of the necessary requirements.

Focus groups

Another highlight from this project was conducting focus groups, which provided us with the most valuable information about our users. In my previous project, we primarily used user interviews as a qualitative method, so I had limited experience with focus groups. However, this project helped me recognize the importance and effectiveness of this approach. I believe that people were more open and comfortable about their feelings when they saw that they are not the only one in the room with these emotions and I don’t think they would open up about it that much in user interviews.

Things to change or make better

While we are proud of the work we accomplished, there are some areas where we could have improved. For instance, we had limited time for usability testing, and we would have benefitted from testing on a more extensive pool of participants. Additionally, I believe that we spent too much time on card sorting, which provided minimal value given due to the fact that the app doesn’t have a lot of pages and a complicated navigation system. Another area of improvement would have been reaching out to the Dyrenes Beskyttelse organization. Although we tried to contact them, we were not successful. In the future, we would take a different approach by directly calling or visiting them. We believe that this project could benefit their organization and create value for them.

This project challenged me to think outside the box and to come up with creative solutions to complex problems. I learned to be adaptable and flexible, to prioritize tasks, and to manage my time effectively. Overall, I am grateful for the opportunity to have worked with such a talented and supportive team. This project was not just about creating a solution for the school project but also creating a solution that will help lonely people and animals in need.