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PUPPYHUT - Mobile App Design
Project Type
Mobile App Design
My Role
UX Designer
User Research
User Journey Mapping
Paper Wireframing
Low Fidelity Prototyping
Visual Designing
High-Fidelity Prototyping
Dec 2022-Jan 2023

This is a project I worked on as a part of my UX course on Coursera. The goal was to design a platform for social good.

PuppyHut is a dog adoption platform that primarily allows users to adopt a dog or find adopters to adopt their dog in one place. Current platforms in India, mainly focus on buying or selling high-breed dogs, or they are limited to very few cities. Also, most of them don’t have a dedicated mobile app which can make the process even easier. PuppyHut aims to bridge that gap between potential dog adopters and rescuers or dog parents.

  1. Create an easy-to-use app and website for users. 

  2. Explore dogs for adoption based on location.

  3. Allow adopters to contact the parents seamlessly within the platform.


Starting off, I asked myself a few initial questions. Who is our primary user? What kind of goals do they have? Why would someone want to use this application? Just how large of scope do I want this project to be? After interviewing 5 people, it became evident that the goals they wanted to accomplish fell into the same categories; finding dogs to adopt in their locality and for rescuers and dog parents it was to find genuine adopters.

I also conducted surveys to understand people’s perspectives on adopting a dog vs buying one, the population of stray dogs in India, what are the ways people use to adopt a dog or to find an adopter, etc.

Meet The Users

I interviewed a group of target users. Most of them were dog lovers, people who are looking for dogs to adopt, or dog owners. I gathered the interview answers and analyzed the data and based on the insights I found I created two personas to represent the whole user group.

Problem Statement

Arya/Anika is a busy working adult who needs an easy-to-use online platform to adopt a dog/find adopters because they are super busy to use the old-school offline method.



Once I was aware of what problems I would be solving, and what are the needs of users, I started to visualize my interfaces, and information architecture is the best way to start off. I started by writing down the starting position and the user goal and mapping them out to see how the flow goes. Below is the IA for PuppyHut.


Before moving onto high-fidelity wireframes and mockups, I wanted to get a feel for what the core of the app would look like when put in front of me. With so many digital tools available, I still prefer to sketch on paper. It gives me a kind of joy and I can think more intuitively while sketching with a pen and paper.

After sketching a lot, I transferred my paper wireframes into digital wireframes. I used Figma here and also created a low-fidelity prototype for initial testing with the users.

Usability Test

I tested the low-fidelity prototype with the user group. And based on the feedback I made a few changes to my design.


I started out by planning the test. I conducted an un-moderated usability test and asked the users to use the app and the main task was to adopt a dog. After the task, I asked the participants a few pre-listed questions to get their feedback. Here I made sure to make the participants feel comfortable and asked them to give their genuine feedback.

Affinity Diagram

Once I got the feedback, I analyzed them and synthesized insights to work on. Keeping those feedback in mind, I started to give life to my bland lo-fi designs.

Visual Design

Visual designing is one of my favourite parts of the design process. This is where I bring life to my wireframes. For this project, I used Figma to design the mockups and prototype. I started by adding grids and layouts and sticking to the IA I designed for the hi-fi mockups. The final product looks like this.


User testing doesn't end after the final design: Design is a constant iteration of improving the experience for the end user. Always find ways to collect and listen to your user's feedback.

Be open to research and let ideas go: Several times, I assumed things and, thus failed to correctly take into account some needs and challenges of the target group and thus unfavourably defined the minimum viable product.

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