L'ECOLE DE DESIGN NANTES ATLANTIQUE
Fun way to stay close to your dog
Case overview ·
Full deck available on request
IMPACT
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CHALLENGE
Existing products (Furbo, Petcube) are built around passive monitoring — a model that, according to veterinary literature, can trigger anticipatory anxiety in dogs rather than soothe it.
Design Goal: Shift the paradigm from "watching" to "interacting" — sustaining emotional bond remotely through active cognitive engagement.
Acknowledged Constraints: No access to physical IoT hardware for end-to-end prototype testing; limited budget for specialized animal behaviorist consultation. These constraints shaped the scope of validation.
RESEARCH
5 dog owner interviews + 1 veterinarian — anxiety patterns varied by household size and living space, meaning one-size solutions don't work.
Dogs need active cognitive stimulation, not passive distraction — validated by zoo enrichment research using projection-based games.
Owner anxiety was as significant as dogs' — the solution had to address both sides, not just the pet.
SOLUTION
MVP Scope Decision:
App-first using existing hardware (cameras, treat dispensers) — reducing cost barrier. Full projection kit scoped as future vision after validating core behaviour loop.


1
Concept
Designed a joyful visual identity, modern typography, custom illustrations, and a component library with pill buttons and rounded icons, creating a warm, trustworthy space that reflects the emotional bond between dogs and owners.

2
Remote play — Stay connected while apart
Owners trigger projection games from anywhere — turning passive monitoring into active bonding.
3
Live monitoring — Check in without anxiety
Privacy-first camera with zone control — check in without feeling anxious or intrusive.
4
Reward system — Close the loop
Treat dispenser closes the loop between owner action and dog response.
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