Project 02

Pet
Connect

Year 2025
Type UX / UI Design — Networked App + Smart Collar
Context Fundamentals of Interaction Design — UTS
Role Interaction Designer — Hi-Fi Prototype & UI Design
Team Group project (user research shared; lo-fi & hi-fi by B)
01 — Overview

PetConnect is a mobile app that uses pets as a bridge for meaningful human connection. Designed for remote workers, pet owners, and future pet owners, the app creates opportunities for companionship, community interaction, and responsible pet ownership.

The brief asked us to design a networked technology to support wellbeing at home. Our group focused on social wellbeing — specifically the loneliness that comes with remote work — and designed a two-component system: a mobile app paired with a smart pet collar.

User Research Human-Centred Design UX Strategy User Journey Mapping Information Architecture Wireframing Hi-Fi Prototyping UI Design Figma
PetConnect app — Explore screen
02 — Problem Space

As remote work becomes more common, people experience fewer spontaneous social interactions. Many miss the casual everyday moments of connection that used to happen naturally.

At the same time, many people are drawn to pet ownership but hesitate due to uncertainty about lifestyle compatibility and long-term responsibility.

Design Question

"How might we use pets as a bridge to create meaningful connections between people while supporting responsible pet ownership?"

03 — Research & Insights
Insight 01
People want companionship, not just pets

Users associate pets with emotional support, daily routine, and motivation to go outside — not just animal ownership.

Insight 02
Starting conversations with strangers is hard

People want social connections but traditional networking feels uncomfortable. Pets naturally create conversation opportunities.

Insight 03
Pet ownership feels like a big commitment

Future owners want to understand responsibilities before deciding. Low-stakes exposure helps build confidence.

04 — User Persona
Sophie Williams
28 · Graphic Designer · Fully remote worker
Goals
  • Create more offline interactions
  • Spend time with animals
  • Meet like-minded people
  • Understand pet ownership before committing
Pain Points
  • Feels isolated working from home
  • Limited natural opportunities to meet new people
  • Wants a dog but worries about the commitment
Sophie represents a growing group of remote workers who are socially capable but structurally isolated — they don't lack the desire to connect, they lack the context.
PetConnect gives Sophie a low-pressure reason to go outside, meet people, and gradually understand what pet ownership actually looks like day-to-day.
05 — User Journey
Before PetConnect
Working from home
Limited daily interactions
Feels disconnected
Wants companionship
Interested in pets but uncertain
With PetConnect
Discovers nearby pets & owners
Connects with pet owners
Joins pet-friendly events
Experiences companionship
Builds community confidence
06 — Design Strategy
01
Low Pressure Connection

Interactions feel natural rather than forced. The app provides context (a shared pet) so conversation doesn't require effort.

02
Pets as Social Bridges

Pets become conversation starters and shared interests — reducing the awkwardness of meeting strangers.

03
Trust Before Commitment

Future owners learn through real experiences — spending time with pets before making a long-term decision.

04
Community Over Social Media

Focused on belonging and real-world meetups rather than follower counts or performative sharing.

07 — Prototype

The hi-fidelity prototype follows a warm minimalist design language — rounded components, soft colours, photography-led storytelling, and friendly interface language. Below is the live Figma prototype — click through to explore the app.

Interactive prototype — click to explore Open full screen ↗
Prototype Development
Lo-Fi

Focused on user flow, navigation structure, and content hierarchy. Sketched individually to explore the information architecture before committing to visual decisions.

Hi-Fi

Built in Figma with a focus on emotional experience, visual trust, and community feeling. Designed and executed by B for the final group submission.

08 — Reflection

This project showed me that interaction design goes beyond creating usable interfaces. Small decisions — the tone of a button label, the way a notification arrives, the order of steps in an onboarding flow — can influence how comfortable, safe, and connected people feel.

The central challenge was designing technology that encourages people to spend less time on their phones and more time in meaningful offline experiences. That tension shaped every design decision.

Working through the full HCD process — from research to wireframes to hi-fi — strengthened my understanding of designing for emotions, translating user needs into concrete interactions, and balancing digital convenience with physical presence.