DOGGYWELL
A vending machine system design for dogs and dog owners.
For this project, it is a system design to create an experience through a vending machine system concept. It combines the system maps, the target audience, and the user journey map to demonstrate the system designing skill.
PROJECT BRIEF
PROJECT OBJECTIVE
Use modeling skills to analyze a complex system. Identify its pitfalls and come up with potential solutions.
TOOLS
Adobe Illustrator, Photoshop, Lucidchart
PROJECT LENGTH
Five weeks
PROJECT TYPE
Individual Project
FINISHED DATE
4/2/2020
STEP ONE: IDENTIFIED THE PROBLEM AND GOAL FOR THIS PROJECT
THE GOAL
The goal is to solve the problem that dog owners buy dog treats when they are walking their dogs. Creating a vending machine that supplies the needs of dog owners will solve this problem.
THE PROBLEM
When dog owners walk their dogs, they might forget to bring their pet treats and pet accessories to feed their dogs. Since there are only vending machines for human products, it is frustrating for dog owners to buy dog treats and accessories in an emergency.
PERSONAS
Personas help to define the target users. It reveals the needs through their problems and backgrounds.
REFERENCE DATA
Statista Research Department. “Dog Walk Duration 2015.” Statista, 1 Dec. 2015, www.statista.com/statistics/536568/dog-walks-duration-in-the-united-kingdom-uk/.
-
Statista Research Department. “Dog Walk Duration 2015.” Statista, 1 Dec. 2015, www.statista.com/statistics/536568/dog-walks-duration-in-the-united-kingdom-uk/.
PROVIDES & PROFITS
Doggywell provides…
-
Dog owners have access to buy dogs treat & pet supplies anywhere conveniently.
-
Provide free doggy bags incase the dog owners forgot to bring them during their walk.
How it profits…
-
More distribution lines for the pet food industries
-
Advertising new pet treats and supplies for marketing.
STEP TWO: THE VENDING MACHINE SYSTEM
Here is the system map to display the foundational concepts of Doggywell to operate.
THE CONCEPT MAP
The concept map helps to identify the purpose of the vending machine. It can also reveal the potential abilities to develop the function of Doggywell.
STAKEHOLDER DIAGRAM
A stakeholder diagram can point out the relationship between each stakeholder. It shows the supply connection of Doggywell in a rough version.
THE FEEDBACK LOOP DIAGRAM
The feedback loop shows the customer flow to identify the reinforced and balance loop between customers. It helps the audience to understand the reason for increasing and decreasing the numbers of Doggywell users.
JOURNEY MAP
USER JOURNEY MAP
User journey map to create a scenario for the target user after they use the service of Doggywell. It can tell the emotion and user's feeling through the experience
.
STEP THREE: THE VENDING MACHINE INTERFACE SYSTEM
This is your Project section introductory paragraph. Take this opportunity to give a brief overview of the work you do, and let users know what types of projects they’ll find in the showcase below. Try adding an image or video to spark their interest.
INFORMATION ARCHITECTURE
The sitemap shows the information architecture on the vending machine screen. It can tell the audience about the different functions of the sites.
PET ACCESSORIES TAXONOMY MAP
The display of the potential merchandise category for pets accessories.
PET TREAT TAXONOMY MAP
The taxonomy diagram displays the varieties of the pet treat category for the vending machine. It helps to reveal the potential items that can sell on Doggywell.
UI FLOW DIAGRAM
The UI flow diagram shows the walkthrough of the vending machine UI interface for users. It helps the audience to understand how to operate the vending machine and pay for the pet treat.
THE SKETCH OF THE VENDING MACHINE DESIGN
THE WAY FINDING MAP
The wayfinding map and the concept mockup can help the audience identify the vending machine's appearance.