UX/UI Case Study
Smart is a line of products that use AI to teach children responsibility and to prepare them for their first pet.
The company’s products resemble realistic pets that mimic normal pet behaviors and form bonds with children. They connect to an app that lets parents monitor their children, set working goals, and monitor goals, and progress. The children can use the app to check their pet’s health and to learn more about their pets.
Class: User Experience II
Role: UX Researcher, UX/UI Designer
Duration: Three Months
Tools: Figma, Maya Autodesk, and Illustrator
Many children find themselves wanting a pet, but they are often not responsible enough or ready to have a pet. Even when they promise and say they will take care of their pet, they eventually still end up not doing it. This leads parents to full responsibility for the pet.
How can we teach kids responsibility and get them ready for a pet by teaching them to properly take care of a pet?
This is a product for both children and parents, so one persona is a parent and the other is a child.
The following story follows the personas. In the story, Michael wants a pet, but his mother Sarah is not sure he is ready for one. So, she gets him a SmartPet.
The logo was designed to represent one of the products. The yellow represents the smart portion and the blue represents the technology portion.
Colors & Typeface
The colors all represent aspects of the company. The yellow represents brightness, the green represents growth, the navy blue represents technology, and the light blues represent education.
The product is designed to behave and respond like an actual pet (in this case dog). It uses AI (artificial intelligence) to learn and adapt to environments. It is designed to give children a realistic experience of having a pet dog. The product barks, growls, eat, runs, and shows emotions.
The flowchart shows the general user journey throughout the app. It shows from the initial setup of the app (signing up, registering the product, providing useful information to create profiles) and the flow from the home screen.
LOW FIDELITY WIREFRAMES
Low-fidelity wireframes show general ideas and sketches of how the app should look. Further revisions were made for the high-fidelity wireframes.
HIGH FIDELITY WIREFRAMES
The high-fidelity wireframes show the app with color and content incorporated. The following diagram shows the user flow throughout the app.
When the user first opens the app, it shows the "Splash Screen." This screen leads them to the "Home," screen if they are already signed in. Or, it leads them to the "Welcome," screen if they are not signed in.
The "Welcome Screen" is for first-time users or for users that are logged off. It prompts them to log in or sign up.
The "Log In" screen prompts the users to input their email and password to access the app.
The "Sign Up" screen asks the user to input an email, and password, and then confirm their password.
After the user creates their account they are prompted to register their product by scanning the QR code on the product and picking a name for their new pet.
After creating an account, the user is prompted to set up their own parent profile and to set up profiles for their children. For their own parent profile, they are asked to input their number of children. Based on that number they will be prompted to set up profiles for their children.
The "Home Screen" allows users to pick their own profiles and start using the app.
The "Product Overview" screen allows the user to see the health of the product. It also gives warnings if the health is low and it gives suggestions on how it can be improved.
In a parent profile, the user is asked to input a pin code for access. There, parents are able to see current goals, make new goals, and monitor their children.
In the child profiles, children are able to learn about taking care of their pets via the "Modules." They are also able to see their progress through the "Progress" sections.
The app is mainly designed for the parent to set and edit goals, check progress on goals, and monitor the child using the product’s camera. It also allows checking the health (energy, hunger, mood) of the product. In addition, the app also allows children to learn a bit about how to properly take care of their pets.
The product is mainly designed to interact with the child and the app for the parent to track the progress of the child and monitor the child.