Wellness Dog

A paper prototype for a digital wellbeing companion, sketched, storyboarded, and pitched in a single sitting as a timed take-home exercise.

ROLESolo designer
COURSEMI 420, Take-Home Exercise
FORMATPaper prototype
TIMEBOXOne sitting
01 — THE EXERCISE

A speed-run from blank page to testable idea

This one was a take-home quiz, not a normal project brief — the point was speed as much as the concept itself. In one sitting: brainstorm an idea, build a low-fidelity paper prototype, and write a short reflection on its usefulness and function. No revisions, no second drafts — whatever got made in the window was the submission.

02 — THREE CONCEPTS

Three ideas, three formats

Before committing to one direction, I sketched three ways a "digital wellbeing" product could actually show up in a student's day, each testing a different balance of physical and digital: a vibration-and-speaker device that nudges you off your phone, a real plant wired to an app that reminds you to water it (and take a break while you're at it), and a wellness dog whose mood visibly reacts to whether you're getting your tasks done.

Sketch page comparing the three concepts: the vibration and speaker device, the wellness dog, and the plant app
03 — WHY THE DOG

Why the dog won

All three concepts use an external object to make screen time visible, but the dog was the strongest of the three because a pet's mood is something people already read instinctively — no new mental model required, just an old one (a needy pet) applied to a new problem (screen habits). Complete a task and the dog wags, barks, and perks up; skip your tasks and it goes quiet, droopy, and sad. The feedback loop is emotional, not just numeric.

04 — THE PROTOTYPE

Inside the prototype

The companion app was built as loose paper screens and sticky notes — quick enough to rearrange live while walking someone through the flow. A task list drives the dog's mood directly; a focus-mode timer and a wellness-stats screen (breaks taken, screen time, activity time, rolled into one overall read) give the student a sense of how the day is going; a settings screen lets you name the dog and tune how strongly it reacts.

Paper prototype screens laid out on a desk: settings, focus mode, wellness stats, tasks completed, and time elapsed

Even under a timer, a few fundamentals from class held the design together: simplicity (one task list, one mood indicator, nothing that needs a tutorial), consistency (the dog's expressions map to the same states everywhere — app, settings, physical toy), and reassuring feedback (every action gets an immediate, physical reaction instead of a silent checkmark).

05 — REFLECTION

An honest reflection

The wellness dog prototype is an interactive tool designed to support students in maintaining a healthy balance between their digital and physical well-being. The prototype combines physical and digital components: the wellness dog, which offers tangible feedback through actions like wagging its tail or changing posture, and a mobile app that tracks wellness stats, tasks, and progress. The app is simple and intuitive to navigate, allowing students to easily access and complete wellness-related tasks.

If I had more time and resources, I'd improve the prototype by adding more personalized elements, such as adaptive notifications or suggestions that tailor reminders based on a student's specific habits and progress — meaningful, context-sensitive feedback rather than the same reaction for everyone.

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