PAWPAL

APP

[ UX RESEARCH & DESIGN ]

[ ACADEMIC ]

[ 2023 ]

Designed a Habit-forming Mobile App that Motivates Daily Walks with a Dog as a Companion.

Designed a Habit-forming Mobile App that Motivates Daily Walks with a Dog as a Companion.

Usability tests showed a 90% task completion rate. Pretotyping led to 12% of users signing up for early access, with 2/5 pet owners willing to trust the app with their pets.

Usability tests showed a 90% task completion rate. Pretotyping led to 12% of users signing up for early access, with 2/5 pet owners willing to trust the app with their pets.

[ PROJECT DETAILS ]

Type

Type

Mobile App, Gamification

Mobile App, Gamification

My Role

My Role

UX Design, Testing

UX Design, Testing

Timeline

Timeline

2023

2023

Project Stack

Project Stack

Figma, Obsidian, Facebook, Instagram, Google Calendar, MS Excel, Calendly, Adobe Photoshop, Adobe Illustrator, Freepik, Framer.

Figma, Obsidian, Facebook, Instagram, Google Calendar, MS Excel, Calendly, Adobe Photoshop, Adobe Illustrator, Freepik, Framer.

The challenge was to design a habit-forming app that motivates people to walk every day.

The challenge was to design a habit-forming app that motivates people to walk every day.

but.. how do we make walking more interesting?

but.. how do we make walking more interesting?

There are already a gazillion apps out there trying to

make people walk!

There are already a gazillion apps out there trying to make people walk!

How do I create something that stands out?

How do I create something that stands out?

I surveyed students, tech professionals,

and middle-aged adults all across the U.S. to understand their walking habits.

I surveyed students, tech professionals,

and middle-aged adults all across the U.S. to understand their walking habits.

Out of the 57 participants that answered this multiple choice question in the survey, 38 of them mentioned not having enough time and 34 of them chose 'not feeling motivated enough', as the main reason.

Out of the 57 participants that answered this multiple choice question in the survey, 38 of them mentioned not having enough time and 34 of them chose 'not feeling motivated enough', as the main reason.

A study by Gatersleben & Uzzell (2007) found that while walking is generally seen as beneficial, repetitive walking routes were often described as monotonous, especially when the environment lacked variety (e.g., walking the same path daily).

A study by Gatersleben & Uzzell (2007) found that while walking is generally seen as beneficial, repetitive walking routes were often described as monotonous, especially when the environment lacked variety (e.g., walking the same path daily).

Source: Gatersleben, B., & Uzzell, D. (2007). "Affective appraisals of the daily commute: Comparing perceptions of drivers, cyclists, walkers, and users of public transport." Environment and Behavior.

Mokhtarian & Salomon (2001) found that some individuals perceive walking as boring when it lacks purpose (e.g., walking for exercise vs. walking to a destination).

Mokhtarian & Salomon (2001) found that some individuals perceive walking as boring when it lacks purpose (e.g., walking for exercise vs. walking to a destination).

Source: Mokhtarian, P. L., & Salomon, I. (2001). "How derived is the demand for travel? Some conceptual and measurement considerations." Transportation Research Part A: Policy and Practice.

Research by Ekkekakis et al. (2008) indicates that when walking is framed as a mandatory exercise task (rather than a leisure activity), people report higher levels of boredom and lower enjoyment.

Research by Ekkekakis et al. (2008) indicates that when walking is framed as a mandatory exercise task (rather than a leisure activity), people report higher levels of boredom and lower enjoyment.

Source: Ekkekakis, P., et al. (2008). "The relationship between exercise intensity and affective responses demystified." Psychology of Sport and Exercise.

Szabo (2003) found that repetitive, structured walking (e.g., for weight loss) was perceived as more boring than spontaneous or social walking.

Szabo (2003) found that repetitive, structured walking (e.g., for weight loss) was perceived as more boring than spontaneous or social walking.

Source: Szabo, A. (2003). "Acute psychological effects of structured exercise bouts." Journal of Health Psychology.

To tackle the lack of motivation to walk regularly, I needed something that could turn boring tasks into something engaging….

To tackle the lack of motivation to walk regularly, I needed something that could turn boring tasks into something engaging….

Gamification was one way I could achieve this…

Gamification was one way I could achieve this…

The Book Actionable Gamification by Yu-Kai-Chou, argues that intrinsic motivation—driven by internal satisfaction—creates deeper, longer-lasting engagement than extrinsic motivation (rewards like points, badges, or money).

The Book Actionable Gamification by Yu-Kai-Chou, argues that intrinsic motivation—driven by internal satisfaction—creates deeper, longer-lasting engagement than extrinsic motivation (rewards like points, badges, or money).

To get people walking every day and building a lasting habit, I had to tap into their intrinsic motivations.

To get people walking every day and building a lasting habit, I had to tap into their intrinsic motivations.

One of the strongest intrinsic motivators is the desire for meaningful connection—so I decided to bring "pets" into the mix.

One of the strongest intrinsic motivators is the desire for meaningful connection—so I decided to bring "pets" into the mix.

And just like that, the idea for the Pawpal App was born — a platform that connects people eager to walk pets with owners who are too busy (or just a little too lazy) to do it themselves.

And just like that, the idea for the Pawpal App was born — a platform that connects people eager to walk pets with owners who are too busy (or just a little too lazy) to do it themselves.

As mentioned above, the app aims to connect pet lovers who do not own a pet, to pet owners too lazy or busy to take their pets out for a walk. Along with these basic features, the App also includes gamification.

I introduced the pet element 🐶 to tap into intrinsic motivation, added a streak feature 🔥 to encourage daily walks, and built in a leaderboard 📊 to drive long-term engagement — think of it as an 'Uber for dog walks'.

I introduced the pet element 🐶 to tap into intrinsic motivation, added a streak feature 🔥 to encourage daily walks, and built in a leaderboard 📊 to drive long-term engagement — think of it as an 'Uber for dog walks'.

Usability Tests revealed users liked the app's visual design, navigation, and found it easy to complete tasks.

Usability Tests revealed users liked the app's visual design, navigation, and found it easy to complete tasks.

The app's information was clear, motivating, and the concept itself was interesting.

While some users wanted more dog owner info and clarity on rewards, overall, they had a positive experience and would recommend it. Users particularly liked the look and feel, navigation, information architecture, and motivational aspects of the app.

The app's information was clear, motivating, and the concept itself was interesting.

While some users wanted more dog owner info and clarity on rewards, overall, they had a positive experience and would recommend it. Users particularly liked the look and feel, navigation, information architecture, and motivational aspects of the app.

Test Participants were selected based on the criteria that they do not currently own a pet, but have had one in the past.

Test Participants were selected based on the criteria that they do not currently own a pet, but have had one in the past.

A Screener Survey was used to filter and identify suitable participants for my Usability Test.

A Screener Survey was used to filter and identify suitable participants for my Usability Test.

7 Participants who happened to be part of my target audience for the app, took part in the sessions. Each session lasted an average of around 20 minutes.

7 Participants who happened to be part of my target audience for the app, took part in the sessions. Each session lasted an average of around 20 minutes.

The Test Data revealed a few minor issues with the app, but overall, users were able to navigate it with ease.

The Test Data revealed a few minor issues with the app, but overall, users were able to navigate it with ease.

A Frequency Matrix was used to analyze and better understand the negative feedback received. Most of the concerns pointed to one major area of confusion related to the walk feature.

A Frequency Matrix was used to analyze and better understand the negative feedback received. Most of the concerns pointed to one major area of confusion related to the walk feature.

Several Changes were made to the app after the Results from Usability Tests.

Several Changes were made to the app after the Results from Usability Tests.

One of the major things that I which I had the Time to was to Test my ideas in real life with Preto-typing. The book Hooked by Nir Eyal was key in helping me throughout the project. I adopted the methods of Habit Forming from that Book.


Thank you for your time!

One of the major things that I which I had the Time to was to Test my ideas in real life with Preto-typing. The book Hooked by Nir Eyal was key in helping me throughout the project. I adopted the methods of Habit Forming from that Book.


Thank you for your time!

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[ LOCATED IN PHILADELPHIA, PENNSYLVANIA ] [ AVAILABLE TO WORK ANYWHERE IN THE UNITED STATES ]

VARUN KUMAR DARWAI

©2025 VARUN KUMAR DARWAI // ALL RIGHTS RESERVED

[ LOCATED IN PHILADELPHIA, PENNSYLVANIA ] [ AVAILABLE TO WORK ANYWHERE IN THE UNITED STATES ]

VARUN KUMAR DARWAI

©2025 VARUN KUMAR DARWAI // ALL RIGHTS RESERVED