Wagwell
A mobile app and smart tag that utilizes storytelling
to motivate users and their dogs to reach a healthier
lifestyle through a walking plan.
Summary
WagWell is a mobile app, smart tag, and apple watch ubiquitous system using a narrative progress to assist sedentary users and their dogs in reaching walking goals. The app links to a removable
collar tag tracking dog location and health stats, and can sync with the owner's Apple Watch for health data. It continuously tracks activity levels, even when owners are away. It employs picture narratives for motivation through ambient storytelling. WagWell adapts to individual walking plans and caters to a diverse user base of
dogs and owners.
My contribution
I contributed to all stages of the design process from discover to testing. During the prototyping of this project, my primary focus was on the Plan, Walk, and Profile screens. The screens for Plan take
the user through making a personalized walking plan and then their progress in that plan. The walk screens and buttons are designed
for users to start tracking their walk, and to view time within the app or lock screen. Additionally, the profile section enables users to
modify personal details, and has the crucial feature of monitoring their dogs' locations. In this project, the group emphasized working together on all aspects of WagWell to learn more about designing for ubiquitous user interfaces.
Problem
Approximately 60% of Americans are proud dog owners. Surprisingly, among this group, about 40% neglect regular walks for their furry companions, despite the well-established advantages for both mental and physical health. Research shows sedentary lifestyles are a
factor to chronic diseases including obesity. Pet dogs tend to mirror the overweight status of their owners. Current health apps do not solve the problem because they utilize quantitative data which can be confusing and demotivitating.
Design Process
Users simply answer a few questions, input their dog’s information, and let Wagwell do the rest. Wagwell sets up personalized
walking plans for the user. Wagwell does the hard part of tracking the dogs’ location and health statistics, even when the owners are
away. With WagWell, users can foster a healthier, happier lifestyle for themselves and their pets. The app accommodates a diverse
user base of dogs and owners.
Proposed Solution
Introducing WagWell, our mobile app tailored for dog owners who want to be more active, seamlessly connecting to a smart,
detachable collar tag and Apple Watch. Walking not only enhances the dog's well-being—86% of dog walkers and their pets
report improved moods afterward—it also deepens their connection. Designed to motivate dog owners with sedentary lifestyles to
increase walking/step count, Wagwell utilizes scientifically proven methods of using ambient qualitative data or a narrative story
in the app.
Discover
Secondary Research
Define
Task Analysis
Storyboard
Technology
Ideate
Userflow
Sketches
Prototype (Lo-Fi) & Test
Wireframes V1
Evaluation
Wireframes V2
Prototype (Hi-Fi) & Test
Moodboard
Hi-Fi Prototype V1
Heuristic Eval
Hi-Fi Prototype V2
Discover
Secondary Research
To gain further context on the problem, we conducted secondary research. We did internet searches on the problem, technology needed, other products and services, and potential competitors.
Prior Solutions
Fitbark
Provides tracking of activity, resting, sleeping, and real-time live location using their collar tag. Owners can link their fitness devices (Fitbit, Apple Watch, etc) to encourage an active lifestyle for the owner through a point and leaderboard system. Uses quantitive data.
Whistle
Similar to Whistle, but it is much more extensive with health data of dogs such as tracking scratching and a feature to contact a vet. Uses quantitive data.
Fitness Apps or watches
Focus on quantitative data
Problem
Research shows:
Sedentary lifestyles are a factor to chronic diseases
including obesity.Pet dogs tend to mirror the overweight status of their owners.
On average, about 40% of people do not walk their
dogs regularly.Health apps utilize quantitative data which can be confusing
and demotivitating
WhoIsZuki
Quantitative data can be overwhelming, confusing, and even demotivating.
Utilized qualitative data or narratives which have lasting impacts on behavior and attitude.
Visualized progress through ambient, multi-chapter, narrative
based interfaces that reflected activity to gain emotional attachment and motivation.
Define
Task Flow
From the secondary research, we created a task flow with key tasks
to solve the problem. The task flow gave us an overview of what
users may need and a broader look at the problem. In this phase, we decided to focus on one way of being more active, walking, which made the most sense for being active for both a human and a dog.
Storyboard
Using our task flow, we created a storyboard to visualize the context of how a
user could accomplish being more active with their dog.
Our personae were Sadie, a dog owner, a young adult female with a sedentary lifestyle, and Max, her overweight dog.
The scenario we decided on was that because of Sadie’s lifestyle, she has gained weight and so did Max. So she started a habit to be more active. Illustrated below, Sadie planned to walk her dog more, she felt accomplished, got a reward, adjusted the plan to be more realistic, and shared the results.
An important factor we realized from task flow and storyboarding is that users would most likely want to be able
to personalize their plans and modify them as they go on.
From this process, we found possible pain points.
Technology
After seeing what technology could be used in the previous steps, we looked at what technology was used in other similar products as well:
Location and tracking: GPS, Bluetooth, wifi, and cellular technology
Bluetooth: device pairing (watch + collar tag)
Accelerometer: tracks activity and calories burned
Gyroscope: tracks rotation, orientation, and navigation
The devices in our ubiquitous system:
Phone App
Wagwell dog tag
Apple Watch
Ideate
User Flow & Sketches
We created a user flow diagram with ideal clear steps in user
interaction. In this user flow the user goes through onboarding, and
can navigate through the Home with the narrative images, Plan,
Stats, and Friends (later changed to just profile) tabs. We then sketched
these to visualize them.
Data Privacy
Eventually in the user flow, we made sure to have users agree to share some data for the convenience of passive data collection (location and activity tracking).
Ideally, privacy statements should be accessible and easy to understand in simple, jargon-free language. Users should be able to control what data is shared.
Lo-Fi Prototype & Test
Final Lo-Fi Prototype Key Screens
Before
After
Evaluation
Our initial wireframes were evaluated by 3 peer UX designers.
“I think it could be beneficial to have goals beyond just weight
loss: Stamina, endurance, consistency with
physical activity, etc.”
“The progress chart could use some revisions I'm a bit confused as to what this layout is meaning.”
”Needs the dog location somewhere”
Connect is not clear
Navigation bar is not clear
Hi-Fi Prototype & Test
Interactive Prototype Final Screens
Before
After
To clear confusion
a tutorial and explanation was added in the onboarding.
Heuristic Evaluations
The team then developed the lo-fi prototype into an interactive prototype. The initial wireframes were then evaluated by 3 peer UX designers.
“Walk screens need to be more flexible and efficient.”
Landing Page
Finally, we developed a landing page that would promote our system of devices.
Adjusted consistency
aesthetics such as lowercase, alignment, etc.
Conclusion and Reflection
Strengths
Through this project, I enjoyed communicating and delegating with
my team. I also found myself brainstorming new ways for our application, or even offering help to my peers. Another skill I implemented was organization within our files, workspaces, and
even note-taking.
Design process
Previously, instead of Discover or secondary research, we did empathize where we interviewed real potential users. In this project,
I particularly enjoyed brainstorming ideas and doing secondary research to gain more context, problem-solve, and learn unique techniques such as the powerful impact of storytelling! Along with that, I am glad I gained experience in task flows, storyboarding,
and user flows.
AI
ChatGPT and Gemini were frequently used in brainstorming ideas and giving us examples in all stages of the design process. From
helping create our name Wagwell, making example user flows, to even attempting to create our narrative images, AI was very helpful
in our progress.
Challenges
The primary obstacle was presenting and integrating the narrative.
We faced difficulties in creating the narrative. Despite exploring various approaches, like external artists and AI, we determined that creating our own vector art was most effective. Working closely
with our professor, we came to a conclusion that the app makes the most sense through several different flows of interactions.
Figma
I found myself being much more comfortable in Figma, especially with auto-layout and styles. I have learned and applied from Fuel
Finder, my previous Figma Project. From this project, I learned even more about Figma such as utilizing variables. In the next projects,
I hope to do even better and implement what we have learned much more than we did in Wagwell.
Improvement
The biggest improvement I want in the prototype is the complexity and style of our narrative. Due to the timeline, we decided to keep
the sketch elementary and fun to get the point of our app. We explored AI and other artists, however, we found creating our own vector art was the most efficient way to showcase the story.
Hopefully and realistically, this app would have a team of artist that can create beautiful and storytelling images. As a group, I believe
we can also improve the use of components, variables, and styles in our wireframes.
Overall
I enjoyed making such a fun, cute, and unique app with my teammates. They were all very communicative and proactive. I
think our strengths all played well with each other. I am glad
I learned about designing an ubiquitous system and hope to apply
it to more projects.
Meet The Team
Sarah Hwang
Sarah Scheerhorn
Hope Ledebur