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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

DogCat

Dog and cat owners

Discovery Process1
Discovery Process2
Discovery Process3
Discovery Process4

USER PERSONAS

Two personas from the combined research and redefined problem to represent different user needs, priorities and attitudes towards trust.

User Personas
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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.

V1 Userflow
Wireframes
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WIREFRAMES

The core experience

Onboarding

Service discovery

Provider profiles

Messaging

Booking

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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.

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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.

V2 Wireframes
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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.

V1 Chip Small

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.

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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

Mood board

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

Brand building
Feel Real

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?

Brand Principles
floof_Logo_2

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.

FS Visual Design
Visual Design M
Lessons learned icon large

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 icon large

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 icon

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.

Flyingdog_ft_1620x387_b

PHEW! THAT WAS A LONG JOURNEY... THANKS FOR MAKING IT TO THE END.

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