Project goal
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Design an app for “Torrevieja Animals Shelter” that allows users to easily adopt animals and/or joining sponsors. The target audience is the elderly, as they are the majority of the city's population (Torrevieja, Spain).
Project duration:
December 2021 to April 2022.
This project was carried out during the ICT Training Program (Google certification)
My role
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UX researcher and visual designer. UX designer designing an app for “Torrevieja Animals Shelter” from conception to delivery.
Responsabilities:
● conducting interviews,
● paper and digital wireframing,
● low and high-fidelity prototyping,
● conducting usability studies, accounting for accessibility, and iterating on designs.
User Research
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I conducted interviews and created empathy maps to understand the users of the target group,
people over 65, that I am designing for and their needs, as well as their usage habits (digital
products).
This group of users confirmed initial assumptions about adopting animals and also revealed other needs, which include: have plans to become a sponsor, the need to want to know animals, before adopting, being able to choose animals to be sponsors, and still to obtain information and
testimonials about the shelter.
Pain points:
Age: The target group, people over 65, have difficulties in using applications for this purpose.
Communication: Users need to feel supported and be able to ask questions about adoption and sponsor plans.
IA: Text-heavy apps are often difficult to read and understand about animals available for adoption and how to be a sponsor.
Usability study
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I conducted two rounds of usability studies. Findings from the first study helped guide the designs from wireframes to mockups. The second study used a high-fidelity prototype and revealed what aspects of the mockups needed refining. 
Round 1 findings:
● Users need to easily find how to be a sponsor without wasting time.
● Users are interested in spending some time with the animal before actually adopt.
● Users need to have clear confirmation of the day they have chosen to pick up the animal and that it will be theirs.
Round 2 findings:
● Users need to easily know how to change the animal's search date and send a message (which is in the options panel).
● In the profile of each animal, it may be possible to choose to sponsor them.
High-fidelity prototype
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The final high-fidelity prototype presented user flows for adoption, adherence to sponsor plans, sending messages and rescheduling animal collection dates.
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Conclusions
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Impact: 
The app makes users feel like “Torrevieja Animals Shelter really thinks about how to meet their needs. One quote from peer feedback: I liked how easy it was to get information about the animals for adoption and the steps in the process.
What I learned:
When designing the Torrevieja Animals Shelter app, I learned that interviewing people with different ages, experiences and skill levels in exploring the app, helps a lot to improve the usability of the project: both lay people and those with more experience help a lot.
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