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PawLink system overview

PawLink

A three-product pet tech ecosystem designed in one semester — and what I learned about the cost of ambition

Role
Solo Designer
Timeline
Aug 2024 – Jan 2025
Skills
User Research, Experience Design, Prototyping, Usability Testing
Tools
Figma, Miro, Axure, Photoshop, Illustrator, Blender

Problem

Existing pet tech lets you watch, but not connect. The gap is emotional, not technical.

Pet cameras solved monitoring. But in interviews, owners didn't describe wanting to "check in" — they described wanting to play, to interact, to feel present. The problem wasn't visibility. It was the one-directional nature of every existing product.

The question wasn't "how do we let owners see their pets remotely?" — that's solved. The question was "how do we make remote interaction feel like being there?"


Solution

Three products, one system — and a scoping decision I'd revisit

PawLink combines AR glasses, a mobile app, and a physical robot into a connected ecosystem. The ambition was intentional: no single product could bridge the emotional gap we found in research. But designing three products in one semester meant each got less depth than it deserved — a trade-off I'll address honestly in this case study.

AR Glasses

AR Glasses

The phone screen felt too small and too passive for play. AR overlays pet interaction onto the owner's real environment, making remote play feel physical rather than mediated.

App

PawLink App

The connective layer. Without a central hub, the glasses and robot would be isolated gadgets. The app orchestrates play modes, activity data, and caretaker access.

Robot

Waggo Robot

The pet-side presence. Someone has to actually throw the ball. The robot is the physical proxy that turns remote commands into real play.

System interaction diagram — how the three components connect

Real-time data flow between AR Glasses, App, and Waggo Robot


Demo

See PawLink in action

Prototype walkthrough video

Video placeholder — add Figma prototype recording or demo walkthrough


01 — Research

The data confirmed the gap, but also revealed a priority I didn't expect

Survey Results

68% Felt disconnected from their pets
48% Lack meaningful remote connection
24% Cited limited time as top barrier

Interviews

5 participants, ages 17-32. The surprise wasn't that owners felt disconnected — every pet-tech product starts with that assumption. The surprise was what they actually wanted:

Research synthesis — affinity map and key themes

Affinity mapping from survey and interview data


02 — Framing

The journey map revealed when design could actually help — and when it couldn't

Persona 1
Persona 2

Empathy-driven personas built from research findings

Journey Map

Mapping the emotional arc of separation revealed that anxiety peaks at two specific moments: right after leaving home, and during long stretches with no pet updates. These became our primary design targets.

Journey map — Emily's separation experience

Emotional highs and lows across a typical day away from a pet


03 — Ideation

Why three products instead of one — and the trade-off that came with it

Remote pet interaction has three distinct problems: the owner needs an immersive way to play (AR glasses), the pet needs a physical thing to play with (robot), and both need a system that coordinates it all (app). In the creative matrix, every single-product concept left at least one of these problems unsolved. That's why I committed to three. The trade-off was real: each product got roughly a third of the design depth it deserved. I knew this going in, and I'd make a different call today — but the ecosystem thinking itself was the right instinct.

Creative matrix
Rapid sketches

Cross-referencing user needs with technology, then rapid sketching to explore form and interaction


04 — Lo-Fi Prototyping

Making a robot that pets don't fear and owners trust

Robot Form Exploration

The robot had to pass two tests: be approachable enough that pets engage with it, and be mechanically capable enough to actually play. Sharp edges, exposed joints, and top-heavy forms were all eliminated for safety reasons.

Lo-fi robot sketches and early mockups

Physical form explorations for the Waggo robot

App Wireframes

With three products funneling into one app, information architecture mattered more than visual polish. The wireframes focused on making product boundaries visible to users.

Site map + wireframe flows

Information architecture and key task flows


05 — Testing

SUS testing confirmed what I suspected: the system was trying to be three products at once

System Usability Scale testing with post-test interviews revealed a pattern: users understood each product individually but struggled with the connections between them. The ecosystem concept made sense in theory; in practice, it created navigation confusion and unclear mental models.

SUS test results and scoring breakdown

System Usability Scale results

What broke


06 — Iterations

Fixing the connections, not just the screens

The biggest iteration wasn't visual — it was structural. Testing showed that the problem was how the three products handed off to each other, not how each one looked individually.

Before / after — play mode navigation

Simplified mode switching based on usability findings

Before / after — caretaker sharing flow

Reduced from 5 steps to 3


Final Design

Where the system landed after iteration

Play Modes

Three distinct modes with clear visual separation — the fix for the mode confusion that surfaced in testing.

Hi-fi screens — play modes

Pet Gallery

Automatically captured moments — a living photo album of your pet's day.

Hi-fi screens — pet gallery

Activity Log

Redesigned after testing revealed that raw numbers didn't help owners understand their pet's day. Now shows narrative summaries alongside data.

Hi-fi screens — activity log

Caretaker Communication

Streamlined from 5 steps to 3 after testing. Share access with pet sitters or family in under a minute.

Hi-fi screens — caretaker features

Waggo Robot + AR Glasses

Final product renders — robot and glasses

System Overview

The system split into two modes: synchronous (real-time play via AR or app) and asynchronous (recorded clips, monitoring, activity logs). This distinction emerged from testing — users confused the two until we made the separation explicit.

Complete system interaction diagram

What I'd do differently

Honest scoping lessons from a too-ambitious project

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