Study Case

Application for animal rescuers – HuellitApp

Product design · Users research · Mobile Appication

Context

Interfaz de tarjeta de un caso publicado
Card of a published case

Street animals are a current problem in the city of Bogotá, where new cases show up each day, adding up thousands of individuals that wander scattered throughout all the localities, mainly abandoned dogs.

There are people who, without institutional support, rescue, adopt and support adoption processes on their own with no other reward than the satisfaction of helping animals that suffer from indifference, diseases, accidents and hunger.

There is no platform that brings together rescuers, volunteers, and people interested in adopting or helping stray animals.


1

To create a support network and/or a community of timely help through a mobile application for the benefit of stray animals in the city of Bogotá.

2

To facilitate the work of people who currently rescue and seek people to adopt, adopt, or support adoption processes.

3

To achieve an increase in animal adoptions in the city with the digital product.

The Team

Yehimy Rincón

UX Designer

Shinna Gaitán

UX Designer

Felipe Silva

UX Designer

The User

Pain Points

Efforts scattered across different media.

Too much effort in time and work to achieve or support an adoption process.

Lack of resources and little state support to solve the problem.

Research

Surveys

To understand how people act in cases of animal abandonment or abuse, and to learn about animals available for adoption, we conduct guerrilla-style surveys on the street.

Tools for empathy

Based on the data collected in the surveys, we worked with multiple artifacts to frame the problem from the users’ perspective:

  • Empathy Map
  • Actors Map
  • Golden Circle

User pPersona

Based on the information analyzed, we identified two main types of users, both with different concerns:

  • Rescuers who perform that task frequently.
  • Interested parties, people who help publishing information or as temporary shelters.

Ideation

Based on the archetypes defined in the previous step and the initial insights, we began to develop a product proposal aimed at solving the identified problem. For this, we used several tools:

  • Card Sorting
  • User Story Mapping
  • StoryBoard
  • User flows
User flow
Storyboards
Card sorting
Adopter Journey Map

Design Process

Wireframes y Paper Prototypes

We started the design process by defining wireframes for each screen defined in the user flow, which we then turned into paper prototypes on which we carried out early user testing.

  • Registry
  • Rescue
  • Adoption
  • Donation

Digital Prototypes

Based on the findings from the tests, we adjusted the prototypes and began working on digital prototypes.

Initially we defined the design system, the look & feel and the language that the application should use to standardize the product’s voice.

Usability Study


Next, we conducted two usability studies with 8 users with a rescuer profile (potential real users), testing the first version of the main flow.

Guided Study
Remote Study

Improved Digital Prototypes


Based on the findings from the usability tests and the prioritization of improvements, we adjusted the prototypes.

Onboarding – Start
Onboarding – Finishing
Completion of user profile creation process
List of published cases (rescuer profile)
Card details of a case
Case publication process (rescuer profile)
Completion of the case publication process
Donation interface (volunteer profile)
Interfaz de carga inicial HuellitApp
The project and business idea lend themselves to robust development because it covers a problem that involves many user profiles with different interests.
The project has commercial potential because rescue users say they would pay to have and use it.
The appropriation of this application by critical actors, such as rescuers or people concerned about the reality of abandoned or stray domestic animals, could significantly reduce the problem.
Carrusel de onboarding -  HuellitApp