Dogscool app case study

Platform
Mobile
Duration
3 months (2023)
Project
Case study
My role
UX researcher  &  UX/UI designer
Problem statement
As a dog owner, I had recently gone through the process of educating my dog, and I got a glimpse of the struggles that people have when a pet joins their family.  While there are lots of online information about dog training, a lot of people struggle with finding local proffessionals and communities, and that there is a strong potential for an app that would help organise the educational process. This is where the idea of Dogscool app was born.
Challenge
First solo case study that I created to follow the design process from zero: Empathize, Define, Ideate, Prototype, Test, Refine
Here’s how the process went:

Emphatize

01
Competitive analysis of two of the most known app dedicated to dog training - Dogo app and Goodpup that helped me find helpful insights that clarified some directions to use for the development of dogscool.
02
Understanding the user / Research.
Methodologies applied:
  • Survey - google forms (at least 30 ppl) - you can check it out here
  • 3 interviews
  • Direct observation ( whatsapp group of 250 people)
03
After gathering all data, I used online affinity mapping to organize the thoughts and ideas and I got a better picture of the targeted user in order to create twouser personas.

Define

Target audience and User personas

Ideate

01
With the user personas in mind, I went further and build user flows to visualise the interaction of the user with the app.
02
I created an initial sitemap.
03
Card sorting and sitemap improvement

I used Card sorting as a method to make sure that information architecture is consistent and easy to understand for users. I conducted an open card sort via Optimal Workshop. After the participant’s feedback, I rearranged some features (the chat into a new page), I regrouped some of the categories and renamed others for a better understanding of the features.

Prototype the wireframes

The initial prototype for user testing was developed in Figma and can be found here.

Conduct usability test

First I developed a Test Plan - that can be found here.
Goal of the Test
Assess how easy and intuitive first time users find the app features. I observed how the participants interacted with the prototype in order to identify the errors and fix them.
Methodology
5 moderated usability tests that were held in person (4 of them) and remotely via online video call (one of them).

The participants were recruited from my own personal network. Some of them were familiar with dog training apps and others had no experience with the dog- education services.
Usability Test Report
The participants completed 3 tasks using the prototype and shared their thoughts about the process. I analyzed the results using the rainbow spreadsheet method.

For a more detailed analysis of the results, you can access the rainbow spreadsheet here.

Refine

01
I developed a style guide that addresses the most important aspects to be considered throughout the app, so that I can maintain consistency. It contains information about the Typography, colors, UI elements (ex buttons, cards), grids and spacing. 
02
I designed all the screens and components, alongside with the illustrations.In all the design process, I followed the Gestalt laws and visual design principles like similarity, proximity, continuity, balance, hierarchy or repetition to ensure usability.
You can find the final prototype here.