A Dog Parenting Companion for Busy Owners

A dog-parenting companion app that helps busy modern owners walk, log, and bond with their dogs every day.

A Dog Parenting Companion for Busy Owners
Role
Solo · Research · UX/UI · Persona · Journey Map · Prototyping
Collaborators
Personal Project (Hongik University · Interaction Design Major)
Duration
2021 · Jun · Final assignment, Experience Design course

The dog-parenting companion app is a personal experience-design project I made as my final assignment for an Experience Design course (June 2021).

Korea's pet-family ("Pet-Fam") population is exploding, but most existing dog apps are either glorified pedometers or shopping malls. They don't actually reduce the parenting load on busy working owners — and walks, the single biggest happiness driver for a dog, keep getting pushed to last place.

I ran a survey, 1:1 interviews, and a desk research pass to redesign the daily walking + parenting experience around a real persona, then prototyped three signature interactions: push-driven walk planning, shake-to-toggle walk tracking, and push-prompted parenting journals.

This is a personal/student project — not a shipped product.

Research

Walks are the #1 happiness driver for a dog — and the first thing busy owners cut.

Background — Korea's pet-family households jumped from 3.59M (2012) to 5.91M (2019), and the pet industry is on track to pass ₩6 trillion by 2027. But the apps haven't kept up.

Problem framing — From 13 survey respondents and 5 interviews with working dog owners in their 30s–40s: · 23% admitted they were NOT walking their dog enough · The reasons were almost identical: "too busy," "too tired after work," "only weekends." · Existing dog-walk apps (Petpi, Wiggles) only log routes/time, hand out shopping points, or surface community feeds.

Desk research insight — Owners and dogs experience the same walk completely differently. Owners optimize for time and distance; dogs experience smell, social contact, and stimulation. Without help, owners can't read their dog's emotional state during a walk.

Pain point — Dog-parenting has become a real caregiving burden, and walks — the most important happiness lever — are the first thing to fall off a busy schedule.

Persona

Lee-hyun Kim, 32 — Pet-Fam, full-time worker, guilty dog parent.

Persona — Lee-hyun Kim, 32, Pet-Fam.

A full-time office worker living with one small-breed dog in a Seoul apartment. Loves her dog like family, feels guilty about short walks, ends weekdays exhausted, and uses weekends to overcompensate.

Goals · Give her dog a healthy, stimulating daily walk even on workdays · Stop feeling guilty about being a "bad dog parent" · Track her dog's growth and mood like a real parenting journal · Connect with nearby dog owners for social walks

Frustrations · Existing apps feel like fitness trackers, not parenting tools · No clear way to know if today's walk was "enough" · Hard to take a phone out mid-walk to log anything · Wants the app to nudge her, not the other way around

User Scenario

Push to plan. Shake to track. Prompt to journal. The phone stays in the pocket.

Three signature scenarios — each one solving a specific moment in the daily parenting loop.

1 · Push-driven walk planning — In the morning, the app sends a push with today's recommended walk route and suggested walking buddies (other registered dogs nearby). Tap to confirm route, tap to invite a friend, tap to chat. The friction of "deciding when and where to walk" is removed before the owner even leaves the house.

2 · Shake-to-toggle walk tracking — Once outside, the owner doesn't have to fish out the phone, unlock it, and find the start button. A single phone shake starts tracking; a second shake stops it. Voice prompts confirm start, mid-walk progress (haptic buzz at 15 minutes), and end. Both hands stay on the leash.

3 · Push-prompted parenting journal — After the walk, the app prompts a short parenting log: photo, mood, notes, food, training. Over time this becomes a real growth diary, not a route history.

Design principle — The app should feel like a co-parent that nudges, not another to-do app the owner has to remember to open.

Use Cases & Journey Map

Customer Journey Map · Morning — Pre-walk friction, deciding route, gear, weather, and timing.
Customer Journey Map · Morning — Pre-walk friction, deciding route, gear, weather, and timing.
Customer Journey Map · During & After Walk — Tracking, owner fatigue, dog signals, and post-walk reflection.
Customer Journey Map · During & After Walk — Tracking, owner fatigue, dog signals, and post-walk reflection.
Use Cases — First-time onboarding, daily walk flow, journal logging, and dog-state mode switching.
Use Cases — First-time onboarding, daily walk flow, journal logging, and dog-state mode switching.

Journey map and use case flows from the original 2021 final assignment deck.

Prototyping

A research-driven concept for a co-parent app, not another pedometer.

Outcome — A complete experience-design package: research synthesis, persona, journey map, user scenarios, use cases, and three prototyped signature interactions.

What I prototyped · Scenario 1 — Push-notification walk planner with route + buddy selection + chat handoff · Scenario 2 — Shake-to-start / shake-to-stop walk tracking with voice + haptic feedback · Scenario 3 — Push-prompted parenting diary capturing photo, mood, training, and food

Reflection — As a student project, the dog-parenting companion app project taught me to anchor every interaction in a real daily moment of friction ("phone is in my pocket, leash is in my hand"), and to treat ambient nudges (push, shake, voice) as first-class UI on par with buttons and screens. The framing — pets as a parenting relationship, not a fitness tracker — is something I still carry into my professional product work.

Tools & Tech
Survey Research1:1 User InterviewsDesk ResearchPersonaCustomer Journey MapUser ScenarioUse Case ModelingPrototyping