TMC – UNIT 12

The Brief

Brief description

The Brief

THE BRIEF

Throughout the course you have been provided opportunities to learn new skills, test your knowledge of your chosen subject and respond to briefs that aim to push you towards being a practitioner of creative media. This unit includes identifying one aspect of your subject, creating your own thorough investigation of that aspect, and presenting what you learned from conducting that investigation. You are to select your own area of investigation for this project.

This may be:

• The challenging of a convention in media

• Identifying a key issue in your subject area, and exploring it

• Setting and testing a hypothesis in your chosen field

• Identifying missing skills, and learning those skills

• The testing of a technique, and checking its success

Throughout this project you are expected to keep a reflective journal. This will be a diary that records progress, thoughts, ideas and changes that will occur throughout the project. All work for this unit should be documented on your portfolio for assessment. You should review the possible disciplines, fields and skills that you may wish to study in more depth and select a final choice that will be the basis of this project.

Part A

Create an outline of several areas that you may investigate PLUS a note of the one you are selecting with a justification for this decision. Create an outline of several areas that you may wish to study within this unit. From this, identify your chosen area and explain why you have selected this.

Part B

A Statement of Intent summarising the key contextual perspectives. This could include:

Business Models and Industry Practices

Historical and Contemporary Influences

Case Studies of Practitioners

Social, Political & Ethical Contexts

Critiques & Analysis of the above and any other areas covered

Guidance

Consider your options in depth – try to be critical in your analysis and ensure that you select a topic that will allow for an in-depth study that will challenge you as a practitioner, and allow you to delve deeper into a subject that you may have already covered on the course, or something that you have not covered but believe is important to your future in the subject.

brief overview

Who is the audience?

Pet owners looking to better understand their furry friends and expand their knowledge or get easy acess to essentials they might need.

What are the reasons NOT to do the project?

The brief highlights the creation of a poster showcasing the app though my expertiese are within app creation, not poster creation but I am still putting 90% of my focus onto the app including user journeys, personas etc, with the poster being the last step showcasing the app in a desirable image making viewers want to download the app and try it out.

What is the main challenge?

To create a 4 page app education people passionate about pets or pet owners on pet store, vet locations, along with providing an easily accessible information centre where users can learn more about their pets all whilst monetising via a subscription model but also providing free for all features within the app.

Skills needed for this project

Good time management, Experience in User Experience Design and User Interface Design, Ability to create accessible digital experiences, Ability to use prototype software (in my case Figma).

Summary of project

I will need to create an app with a minimum of 4 pages that provides pet enthusiasts with information and locations that might help them with pets, providing free for all features along with paywalled features requiring a subscription to be purchased to access the rest of the features.

Links to future career

I chose this brief because I want to work in as a UX/UI designer specialising in apps and websites so picking this project I thought was the best decision.

Sources of secondary information

Using online sources of already researched information such as statistics, questionnaires, news reports and more.

Sources of primary information

Self research such as going into pet stores, vet clinics or questionnaires. 

Statement of intent

TASK REFLECTION

When creating my Statement of Intent, I had to try and plan out each stage of the project with the addition of documenting where information was sourced from during the research process, I felt like I struggled a little explaining myself and not going on, and the action plan timetable, allocating tasks to each week and sticking to that schedule.

In future, I would also create a more visual representation of the plan timetable to better understand when each task starts and ends, I’d also like to be more stubborn with the scheduling allocating specific timeslots to each task helping me better manage the whole project and create internal deadlines for tasks.

RESEARCH

BRAND INVENTORY

WHO?
  • Target audience: Active pet owners, primarily in middle to upper-income households, living in suburban or urban areas with easy access to green spaces.
  • Competitors: Other walking / fitness apps.
WHAT?

A mobile app that connects dog owners with local dog walkers for convenient, reliable, and flexible pet exercise and socialization.

Key features:

  • Route generation
  • Real-time tracking of walks
  • Community forum for sharing tips, advice, and local events
  • User profiles for dog owners
  • In-app messaging and scheduling system
  • Payment processing through the app
WHY?

To provide a convenient, efficient, and trustworthy solution for busy pet owners looking to improve their walking routine. The app aims to create a sense of community among users while promoting pet health and wellness through regular exercise.

HOW?
  • Requiring user registration and verification through email or social media accounts
  • Implementing an AI powered walking route generator
  • Utilizing an in-app messaging system for seamless communication between users
  • Offering real-time GPS tracking during walks to ensure safety and transparency
  • Integration with fitness eco-systems such as Apple Fitness
  • Providing a secure payment processing system that supports credit/debit cards and popular digital wallets (for pro features)
  • Encouraging community engagement through forums, local event listings, and more.

AUDIENCE PROFILE

Demographics
  • Age: 16 – 45
  • Gender: Any
  • Ethnicity: Any
  • Income: Any
Socio-Economic Status
  • ACORN Type: Community-Building or Health & Wellness
  • Education: Any
  • Status: Middle to Upper Class
Psychographics
  • Values: Propritising health and wellbeing of themselves and pet(s)
  • Attitudes: Open to including technology in their daily life
  • Lifestyle: Active or want to be active dog owners or busy people
  • Interests: Pet care, socialising
  • 4C’s (Consumer Characteristics): Conscientious and organized, ensuring their pets’ needs are met. Affluent, with disposable income for pet-related expenses. Connected, using technology to stay informed and engaged with their community. Time-constrained, seeking efficient solutions for pet care and exercise
Geo-demographics
  • Area type: Suburban or urban areas with easy access to parks, green spaces, and paths suitable for walking dogs.

User Personas

Cleor Tealeaf

Age: 40

Location: Manchester

Occupation: Marketing Manager

Needs: Easy scheduling, GPS tracking

Goals: Efficient dog walks

Gerald Badoo

Age: 60

Location: Bolton

Occupation: Retired Teacher

Needs: Large font size, simple interface

Goals: Keep track of dog’s health

Questionaire Response

Contextual Research

Colour Theory

The goals when choosing the right colours to use were to provide a sense of freshness and tranquility too, to achieve the desired effect, the following colours have been chosen for the project:

Midnight green
#19535F

Mood Associated

  • tranquil
  • cool
  • serine

Skobeloff
#0B7A75

Mood Associated

  • peaceful
  • calm
  • soothing

Light cyan
#E5FFFE

Mood Associated

  • light
  • comforting
  • gentle

Dun
#D7C9AA

Mood Associated

  • relaxed
  • warm
  • cosy

Semiotics

Throughout this project, semiotics have been used, with each illustration having to get a message clearly across. The pros of using semiotics are that they convey messages quickly and effectively regardless of language barriers. 

TASK REFLECTION

Through the research phase of this project, I had to tackle multiple areas to try and get a better view on what the app needed to be successful and what the users needed from the app, this led to me creating a questionaire asking general questions like ‘what features users wanted, how they choose to walk their dogs and how they track their fitness when doing so, this showed me that the majrity didnt even track their routes!

Things I wouldve like to have gone better are the questions asked, I often felt that when receiving submissions, I often required a little more info and I felt like the questionaire was very generalised, if I was to research again, I would make multiple questionaires targeting different types of people and asking more useful questions whist being more specific as this would help me alot more in undertanding what the users want.

Planning

TASK REFLECTION

For the planning stage of this project, I was required to plan out the research process, point out ideas on how to retain users, how to attract users, and ways to make the app stand out from the crowd, along with bringing new ideas to the market such as smart dog collar and its integration with your fitness info, and AI enhanced route generation creating a personal experience for each user.

I also looked into the essentials that would need to be included and they are displayed in the Dog Walker Essentials mindmap showing the different features that are a must have on the Walkies app such. associal features, vet integration, monetisation, fitness tracking, weather info, bad dog warning in the surrounding areas and walking route & generation.

Prototype

Design showcase

Below are a few slides from the app proposal presentation designed to showcase some of the app’s pages.

Presentation

TASK REFLECTION

In the prototype stage, I had to create a presentation proposing the app along with its feature, research carried out and reasons why users might choose Walkies as their dog walking companion. My main goals were to create a user friendly design that was both accessible, pleasing to the eye and something that has great User Experience too, so during the whole process, user experience was the key thought all the way through; this is shown in the Personalised Routes slide, giving the user an indication on how many steps left to take until they can get their taylored route, this provides the user with a good understanding that the form shouldnt take long at all and the end is visible, giving the usrer a sence of perception.

Production

TASK REFLECTION

The final designs of the app were created with modularity to allow features to be added in the furute to easily integrate with the current layout, look & feel of the app, so the app design relies heavily on blocks and cards, these also help to segment each section out better to differentiate each element, the design of this app came quite fluidly to me especially since I already have quite a bit of experience designing apps and making them accessible with good User Experience.

EVALUATION

Grammarly Report

Final Essay PDF

Essay Feedback before improvement

Final Evaluation

For this project, the main research question is ‘Why would someone use a dog walking app and how can it make their everyday life better?’ After creating the theoretical question, I started to plan out the whole research process starting with asking more questions about the users. I required app functions that would be needed to achieve the goals of making dog owners’ and walkers’ lives easier when it comes to walking dogs and keeping track of all fitness (this would include detailed info such as steps, calories burnt, distance travelled, live location and more). Starting with ‘why would someone return to the app?’ allowed me to really focus on the key points of the app’s functionality and what would overall bring users to the app; the main methods of research started with User Personas, by creating these, it gave me something to go off and by creating very different personas, it made me think of many aspects of the app and ensuring inclusivity across all different age ranges.

Diving in a little on user personas, I decided to create 2 very different user types, a 60-year-old man who is a retired teacher, needs large font sizes and likes simple intuitive interfaces, he also mainly wants to keep track of his dog’s health; Looking further into this user, I instantly recognise that accessible design will play an important role, and an option for adjustable text sizes can be implemented to achieve this user’s needs. On the other end, we have a 40-year-old Marketing Manager, she requires easy scheduling to fit around her busy days ensuring she can always fit walks in where possible, and wants GPS tracking to see where her dog is, the goals for this user is to always go on efficient dog walking routes that are able to slot into her tight schedule whilst offering the best walk; this shows how important the route generation based around time schedules is and allows busy people like this user to still go on walks and not have to worry that they might miss a meeting for example; these personas also strengthen the feedback from the questionnaire I created where people valued their time with the majority only taking their dog’s for a walk for around 30 to 60 minutes; the reasoning for creating older user personas is that they are generally more restricted than the younger generation, so as long as 40 – 60 year olds are being catered for, the younger users should have no problem as things would’ve been perfected for anyone to understand and use, further improving the goal to create an accessible and user friendly app.

Moving on to competitor analysis surprisingly, there wasn’t much competition, not a lot of apps to track your dog’s health or walks, the closest thing to the Walkies app is either a generic dog route app called Biscuit Pet Care that seems to calculate the amount of time walked and distance travelled, or a vet app providing an easy way to manage bookings, medication and more, but by integrating both into one unified app would be beneficial for the end user creating a single place for all of their pet needs. I then carried out a dog owner questionnaire helping me to gain insider knowledge on everyday pain points with users’ dog walking experiences by doing this, the feedback received gave me areas to focus on when planning and designing the app where I managed to gain quite a wide variety of submissions and began to notice patterns in responses and features that people really wanted to see, along with some proposed ideas which certainly sounded like a useful addition to the overall app, this would help to further differentiate Walkies from our competitors or similar apps out there.

I then came up with the following: ‘Makes new walking routes tailored to the area’, this would constantly spice up the user’s walking experience by generating new routes based on their location and time constraints, and as a dog owner myself, walking the same routes over and over again gets tiring, boring and repetitive, especially during time restricted walks; ‘Earn rewards / point’, this would offer an incentive to keep going and creating a community feature allowing users to connect with other dog walkers and owners to compete against others in the area; ‘Check up on local discounts, activities and generally keep users in the loop on local events and more’, this feature is critical to creating a community centred experience and providing all dog owners a way to easily access local info and attend events; ‘Checkup on daily weather updates tailored to walking routines’, by providing weather updates tailored to the user, the app is able to be useful in a way that could promote exercise because there’s nothing worse than walking out the house for it to the rain starting, this feature would check the forecast and provide the user with the best time slots to walk where the best weather conditions are; ‘Checkup on vet information’, Vet appointments are essential to any pet owner and providing an easy way to checkup on appointments, medication and other info provides a central hub for dog owners and allows them to easily track any other task they need to their dog’s health and wellbeing’. After getting the information needed from all these questions and more, I began with the general app planning in terms of what pages and features the app needs to have, along with rough user journeys, after that was complete, was when I began on the visual side of things, looking into a wide variety of different app designs specifically layouts and the way information is displayed, by gathering all of this information, I managed to gain a good understanding on general app designs that are common and are understood, by not restriction myself to just pet app research allowed me to take a more creative approach from different apps, for example, the Calm app which uses cards quite a bit with it being a content heavy app and allowed for section segmentation whilst remaining on the same page and being easy to understand.

Key Findings: Route generation, by implementing a tailored route generation feature, provides the user with something that’s constantly new, the generation of these routes is also a perfect feature for people who have time constraints so by planning a walk that will take a certain amount of time is appealing to those users. Another key feature is the health tracking of their dog, with smartwatches being very widely used and advanced, a lot of people now like to use these watches to track their fitness and their own walks, but now with the smart dog collar, users are able to track their dogs too including heart monitoring, step count, steadiness notes and calorie burn, this I believe is one of the main features allowing app users to also stay on top of their dog’s health along with their own.

During the project, I did face some challenges such as very few competitors resulting in a ‘reinventing the wheel’ situation when designing the app and looking at what to propose, what strategies to take, design decisions and the information needed; I also focused quite heavily in the modularity of the app design, basically futureproofing the app in-case new features are added in the future, they can easily be integrated with the current design language and slot in seamlessly.

The impact of the app is to generally improve fitness, motivation and health tracking of both the user and their dog by taking walks custom-made for their routines, weather and fitness, along with providing users with a hub-like platform centralising all the user’s needs for their dogs.

As we are currently in an AI age, I also experimented with the idea of using Artificial Intelligence to generate tailored routes to the user’s location whether that may be in their local area or somewhere where they plan on going for a walk, this ensures the route is always fresh and adds variation and hits their fitness goals in the day which positively benefits the user and their dog(s). This could extend throughout the app presenting more dynamic elements that could create a more personalised experience for each individual user.

In conclusion, I would have liked to have further extended the research by creating more questionnaires targeting different aspects of the app, and the users, and gained more insights on what users want to see in an app, not just for walking their dogs but anything else the app might be able to help them with, and by doing this, it increases the chance of user retention giving a reason to come back. I’d also like to have looked further into the sustainable side of things by researching different ways how to earn off the app; the main ways I can think of would be the following: tiered subscriptions, advertisement revenue, one-off payments and more. Further investigating these different ways of monetisation would make the app viable for a real-world scenario. I enjoyed the research I carried out and was able to benefit from the responses given such as how many people track their fitness and walking routes meaning that there is also a gap in the market that could be further explored.

BIBLIOGRAPHY

RESOURCE SITES USED

Apple Inc. (2023) Apple Fitness: All about fitness and health tracking. Available at: https://www.apple.com/fitness (Accessed: 12 January 2025).

Apple Inc. (2024) HealthKit Framework. Available at: https://developer.apple.com/documentation/healthkit (Accessed: 14 February 2025).

Apple Inc. (2024) Health and Fitness. Available at: https://developer.apple.com/health-fitness (Accessed: 23 January 2025).

Apple Inc. (2024) WorkoutKit Framework. Available at: https://developer.apple.com/documentation/workoutkit (Accessed: 7 February 2025).

Biscuit Pet Care (2024) Dog walking and health tracking app. Available at: https://www.biscuitpetcare.com (Accessed: 15 January 2025).

Brown, K. and Smith, J. (2022) ‘The role of AI in route generation for mobile apps’, Journal of Artificial Intelligence and Design, 14(2), pp. 88–102.

Calm (2024) Calm: The app for sleep, meditation, and relaxation. Available at: https://www.calm.com (Accessed: 10 February 2025).

Doe, A. (2023) ‘User personas and their impact on app design’, Digital Design Review, 8(3), pp. 54–67.

Peterson, L. (2021) Fitness tracking for pets: The rise of smart collars. London: PetTech Press.

PetPeace – “Pets instinctively hide their symptoms until it’s too late. PetPace can help facilitate timely detection of disease.” Available at: https://petpace.com/ (Accessed 12 February 2025)

Walker, R. (2020) ‘Competitor analysis in niche app markets: Dog walking apps as a case study’, Tech Insights Quarterly, 12(4), pp. 120–135.

Design Accessibility Resources

W3C Web Accessibility Initiative (2023) Designing for Web Accessibility – Tips for Getting Started. Available at: https://www.w3.org/WAI/tips/designing/ (Accessed: 20 January 2025).

“Provide sufficient contrast between foreground and background; Don’t use color alone to convey information.”

Princeton University (2023) How To Design For Accessibility. Available at: https://digital.accessibility.princeton.edu/how/design (Accessed: 25 January 2025).

“Accessibility requirements relevant to visual design generally cluster around issues of legibility, color perception, and device independence.” 

Material Design (2023) Accessibility in Material Design. Available at: https://m2.material.io/design/usability/accessibility.html (Accessed: 30 January 2025).

“Accessibility in design allows users of diverse abilities to navigate, understand, and use your UI successfully.” 

User Experience Research Methods

Nielsen Norman Group (2022) When to Use Which User-Experience Research Methods. Available at: https://www.nngroup.com/articles/which-ux-research-methods/ (Accessed: 5 February 2025).

“The field of user experience has a wide range of research methods available, ranging from tried-and-true methods such as lab-based usability testing to those that have been more recently developed, such as unmoderated UX assessments.” 

Maze (2021) 11 UX Research Methods and When to Use Them. Available at: https://maze.co/guides/ux-research/ux-research-methods/ (Accessed: 12 February 2025).

“You can use research methodologies like user interviews, surveys, focus groups, card sorting, usability testing to identify user challenges and turn them into opportunities to improve the user experience.”

User Interviews (2021) UX Research Methodologies: The Complete Guide. Available at: https://www.userinterviews.com/ux-research-field-guide-module/user-research-methods (Accessed: 8 February 2025).

“You’ll learn about the differences between different kinds of user research methods—quantitative and qualitative, generative and evaluative, attitudinal and behavioral, moderated and unmoderated.” 

Moodboard & Inspiration Assets

Sunluzion (2023) Creative UI/UX design inspiration. Available at: https://www.behance.net/gallery/175828345/Sunluzion- (Accessed: 25 January 2025).

Dogo Dog Training App (2024) Paywall Optimization. Available at: https://www.behance.net/gallery/212969653/Dogo-Dog-Training-App-Paywall-Optimization (Accessed: 1 February 2025).

Pet Care Adoption Vet Clinic App (2022) UI/UX Design. Available at: https://www.behance.net/gallery/132257477/Pet-Care-adoption-Vet-Clinic-App-Website-UI-UX (Accessed: 3 February 2025).

Pet Trove (2024) Pet Buying & Selling App UX/UI Case Study. Available at: https://www.behance.net/gallery/216059439/Pet-Trove-Pet-Buying-Selling-App-UX-UI-Case-Study (Accessed: 5 February 2025).

5-Minute Journal (2024) Productivity Mobile App Design.

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