


BOOTCAMP CAPSTONE PROJECT
Floof is a concept app that helps pet owners find and book trusted local services.
Created during a Product Design bootcamp, the project gave me an end-to-end introduction to product design, from research and information architecture to prototyping, testing and visual design.
OUTCOME
The project established Figma as my primary interface-design tool and strengthened my understanding of mobile UX, research-led design and iterative product development.
DISCOVERY
DEFINING THE PROBLEM
How might we help dog and cat owners find reliable pet services quickly and confidently?
USERS
Dog and cat owners
USER PERSONAS
Two personas from the combined research and redefined problem to represent different user needs, priorities and attitudes towards trust.

USER FLOW
I mapped the core journey from onboarding
and discovery through provider selection,
booking and communication.
The flow prioritised simplicity while identifying
where reassurance, transparency and trust
signals were most important.


WIREFRAMES
The core experience
Onboarding
Service discovery
Provider profiles
Messaging
Booking
KEY LEARNINGS
Exposed missing screens and gaps in the initial user flow.
The user flow needed to account for complete journeys and edge cases, not only the ideal path.
USER FLOW
Using the first wireframes, I expanded and
refined the flow to include the missing screens, decisions and supporting interactions.
This produced a more complete foundation
for the next design iteration.

WIREFRAMES
Using the first wireframes, I expanded and
refined the flow to include the missing screens, decisions and supporting interactions.
Creating this foundation upfront made the screens more consistent and significantly accelerated the design process.
USER FLOW
As the product developed, the user flow became a working map rather than a fixed deliverable.
I used it throughout the project to test logic, record features and resolve gaps between screens.
KEY LEARNINGS
A wireflow combining screen layouts and journey logic would have been more efficient than maintaining separate wireframes and user-flow documents.
For future projects, I would:
Move to mid-fidelity earlier
Explore rough ideas on paper
Document edge cases sooner
Keep flows simple and adaptable
BRAND AND VISUAL DEVELOPMENT

VISUAL RESEARCH
Pet brands, illustration systems and digital products that balanced friendliness with credibility were explored.
Neobanks were particularly useful references. Their products demonstrate how approachable branding, clear interfaces and strong trust signals can make unfamiliar digital services feel dependable.
This research informed the colour palette, typography, illustration style and overall visual direction.
BUILDING THE BRAND
I defined five brand principles based on the research and used them to develop:
A small logo system
Illustration and icon styles
A friendly but dependable visual identity


MAKING IT FEEL REAL
The identity was applied to real-world collateral to test whether the brand remained consistent beyond the interface. This helped establish the visual tone and voice before applying the system across the product.
SHAPING
EXPERIENCE
Research shaped the core product features. It helped develop the brand principles and define the flows, UX and copy. Each decision was then tested against those principles: does it reinforce them, and does it address an unmet need surfaced through research?
BOOTCAMP CAPSTONE PROJECT
Floof is a concept app that helps pet owners find and book trusted local services.
Created during a Product Design bootcamp, the project gave me an end-to-end introduction to product design, from research and information architecture to prototyping, testing and visual design.
OUTCOME
The project established Figma as my primary interface-design tool and strengthened my understanding of mobile UX, research-led design and iterative product development.


LESSONS
LEARNED
Accessibility is king. While it can be fun to inject colour and personality into your application, first and foremost it should be simple to use for the broadest user base possible unless you target user base is very specific and has little to no accessibility requirements. You can easily paint yourself into a corner with less conventional colour palettes and norm breaking design patterns.
More user testing! I was under time constraints but I think it would have been beneficial to test the visual design system on core user flows with prototyping before expanding it to all application screens.
Do not overcomplicate the flow. Let it develop organically and do not ignore edge cases in favour of “the happy path.”
Components, colour tokens, and variables can greatly speed up this process. It is best to define this at the outset of the visual design process which can then easily be updated across your screens at a later time.
I should focus on bolstering my skills in: nested interactive components, component properties, conditional logic in prototypes, expressions & formula based logic, and advanced prototyping generally.
LESSONS
LEARNED
Accessibility is king. While it can be fun to inject colour and personality into your application, first and foremost it should be simple to use for the broadest user base possible unless you target user base is very specific and has little to no accessibility requirements. You can easily paint yourself into a corner with less conventional colour palettes and norm breaking design patterns.
More user testing! I was under time constraints but I think it would have been beneficial to test the visual design system on core user flows with prototyping before expanding it to all application screens.
Do not overcomplicate the flow. Let it develop organically and do not ignore edge cases in favour of “the happy path.”
Components, colour tokens, and variables can greatly speed up this process. It is best to define this at the outset of the visual design process which can then easily be updated across your screens at a later time.
I should focus on bolstering my skills in: nested interactive components, component properties, conditional logic in prototypes, expressions & formula based logic, and advanced prototyping generally.
LESSONS LEARNED
Accessibility is king. While it can be fun to inject colour and personality into your application, first and foremost it should be simple to use for the broadest user base possible unless you target user base is very specific and has little to no accessibility requirements. You can easily paint yourself into a corner with less conventional colour palettes and norm breaking design patterns.
More user testing! I was under time constraints but I think it would have been beneficial to test the visual design system on core user flows with prototyping before expanding it to all application screens.
Components, colour tokens, and variables can greatly speed up this process. It is best to define this at the outset of the visual design process which can then easily be updated across your screens at a later time.
I should focus on bolstering my skills in: nested interactive components, component properties, conditional logic in prototypes, expressions & formula based logic, and advanced prototyping generally.

PHEW! THAT WAS A LONG JOURNEY... THANKS FOR MAKING IT TO THE END.
Let's
talk
© KEITH SAMPLE 2025
Let's
talk
© KEITH SAMPLE 2025