Joyce Zheng


Hi! I’m Joyce. I’m an interaction designer & creative developer.

currently pursuring master degree @ NYU ITP

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Joyce Zheng


@ NYU Tisch ITP

As an interaction designer & creative developer, I specialize in crafting compelling experiences with web and immersive tech. 

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Petpet



#ux-design #user-research #figma #ar

Petpet is a mobile app with a built-in AR interactive program designed to give people a realistic and immersive experience of raising a pet.  Based on the analysis of the growing data of stray animals and the rising concern of people for pet ownership, a significant portion of stray animals come from domesticated pets. By helping users simulate the process of pet ownership, the app hopes to make users aware of the joys and difficulties of pet ownership and make better choices, thus further reducing the tragedy of domestic pets becoming stray animals.



Role
Individual Passion Project
Toolkit
Figma | Photoshop | Illustrator | Procreate | Unity




01. Positioning the Issue


01-1 Background Research


Pets Data
The number of dogs and cats in cities and towns nationwide exceeds 100 million in 2020, with 62.94 million pet owners. Dogs account for 51% of all pets, cats for 46%. *

Stray Animal Data
China has 40 million stray dogs – 20% of the global total – according to data from the World Health Organisation. That’s because urban strays are rarely sterilised. It was estimated that in 2017 there were over 200,000 stray cats in Beijing alone, and even more stray dogs.

*Data from 2020 China Pet Industry White Paper


Why is Stray Animal’s number increasing every year?



Are there any measures to intervene in human&pet relationship to reduce the risk of pets becoming stray animals?


01-2 One-on-one Interview

To investigate how people view their pets and what they have experienced with their pets (giving up raising, wanting to have one, etc.), 6 people were interviewed. 4 of them currently have (a) pets, 1 of them had a pet before, 1 of them want a cat in the future.




02. Interview Findings


02-1 Quotes

“I only knew that I needed to walk the dog at first, didn't think the little teddy would be so noisy, so then I had to give it away.”

-- Jingwen
Through my dog I have expanded my social circle and met many people I would not normally meet. But when we take the dog out to dinner together we often don't know where we can go.

-- Chenle


02-2 Summary

Since the respondents have (had) different experiences with their pets, we can summarize a journey variation from their engagement. This journey can be segmented into four stages: as shown in the figure below, at each stage the user's emotions, motivations and actions differed significantly. During the interviews, each interviewee also talked about their existing and potential confusion, and needs, which were divided into three stages based on the user's relationship with their pet at this moment.





02-3 Key Gaps 


There are a few key gaps founded during different people’s journey in having a pet.






03. Design Goal + Ideation


Needs
  • Understand the estimated cost of raising a dog
  • Understand where and how to pick up a healthy, non-aggressive dog
  • What it takes to build relationship with a dog at the initial stage
  • What to do if she still found herself not having enough time to raise the dog.

Story Behind
    Jasmine is a 24-year-old student living in Shanghai. She loves dogs and has always been wanting one. During her spare time, she loves watching pets video on different social medias and would also help adopt stray dogs. However, when she tried to keep them, her parents think it will cost too much time to take care of, also will make home messy. 
    Jasmine considers adopting or buying a dog when she settles down and lives on her own. As she is going to PhD program and becoming independent, she is already looking for knowledge on how to correctly raising a dog. She prefers Dachshund the most, but also open to other species. “Chinese local dogs are cute as well!”

 




How might we help the young people who are considering raising a pet(who wants pet) set the right expectation and be well prepared mentally and physically through an immersive and experienced way?





To find the optimal solution among all the possibilities, the final interaction comprises two perspectives: the application itself and the augmented reality program embedded in it. This combination aims to bring a more accurate and complete experience to the user.





04. Interaction Design


04-1 Interview Analysis


According to the answers received with interviews, I figured there are problems that can be changed through design & education, but also some problems that are not, such as the possible high medical expenses on pets, and not having enough quality time with their pets due to personal reasons. Among solvable problems, there are three main causes:
  • The pet itself (its nature/physical reason)
  • The relationship between human and their pet
  • Human’s own habit


The solvable and direct interactions would be included in the final app design.

04-2 Tech test


After experimenting in Unity, the two basic logics that shape the interaction can hold true. Due to time limitation, the whole interaction/UI is not developed in the engine.







05. Storyboard


Interactions are categorzied in accord with:
1. the directness between the two subjects, human and the pet;
2. the initial cause of the interaction, which subject triggers it.


According to this category, the experience is designed by two main methods: AR interaction and common application interaction. Most direct interactions with pets are presented through AR to increase immersion, while interactions where pets are less involved require less immersion and work better with screen.

Below are different scenarios that users will encounter.







06. Information Arch & Wireframe







07. User Test & Iterations


07-1 Usability Test


To verify the reasonableness and immersiveness of the interaction, three users tested the wireframe through figma prototype. The prototype contains basic mobile UI and AR demo. All users are in age range 20 - 25, two of the three users don’t have a pet while one has a dog.

User's feedback can be categorized in to three aspects:






Based on these suggestion, the original structure is optimized. The overall iteration is reflected in four main areas, which are listed on the right side.
.
07-2 Iteration






08. User Interface Design



















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