Just Right Info Bites

Educational games about insect-based pet food
^ Problem statement
Adoption of insect-based dog food and treats is hindered by lack of information. How might we raise awareness among pet owners about the health benefits for both their dogs and the planet?
^ Client
Just Right Bite, a small pet food startup
^ My role
  • Contributed extensively to the design of the overall service
  • Led recruiting efforts for all user research
  • Helped run several user interviews, co-design sessions, and usability studies
  • Created the final video and deliverable document
^ Details

Timeline: December 2022 to June 2023

Team size: 3-4 students

Tools used: Zoom, Google Forms, Figma, Photoshop, Illustrator, Premiere, and After Effects

^ Key learnings

Skills: Various research recruiting methods, participatory design.

Lessons: A client may not be very clear on what they want going into a project; this is actually an opportunity to do broad generative research if the schedule and budget allow. Also, when under intense time pressure, conflicts between teammates may grow to the point where someone has to leave the team.

Contents

Summary Stakeholder selection
Research
Literature review Interview study Competitive analysis
Ideation
Co-design workshops Concept selection
Prototype development
Concept validation First full prototype Usability test Final prototype
Next steps
Additional research Completing the games

Stakeholder selection

Table with 'Just Right Bite' signage and sample treats
Our original project brief suggested that the company we would partner with, Just Right Bite, would become our primary stakeholder. However, we quickly found that their expressed needs weren't a good fit for our abilities or interests:
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Attract more customers and grow their business: We specialized in human-centered design, not marketing/sales.
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Measure the carbon footprint of their operations: Perhaps we could have prototyped a complex measurement tool, but it would have taken us away from our interest in pets and their needs.
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Establish a circular economy in their operations: We didn't have the materials or package design expertise to help make their packaging recyclable or compostable.
Applying a circular economy lens to the field of possible stakeholders helped clarify our planning. Based on our shared interest in animals and nature, we settled on dog owners, their dogs, and the Earth itself as primary stakeholders. Secondary stakeholders included JRB, pet food sellers, and insect farmers.
Table with 'Just Right Bite' signage and sample treats Circular diagram with four steps: sell, use and reuse, recycle, make, with Earth in the middle and 2 or 3 stakeholders listed in each category

Research

Literature review

To prepare ourselves to fully understand our stakeholders' needs, we had to "bone up" on five different topics.
Cartoon of a puppy reading a book

Clipart by Pixabay user u_7egpmxvswe (modified)

Key findings:

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The problem: Factory farming of livestock commonly used in dog food has massive land, water, and climate impacts.
Icon of insect
The solution: Insect-based dog food is much less resource-intensive, more protein-dense, and hypoallergenic.
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Key barriers: Adoption in Western countries has been slowed by lack of knowledge and an “ick factor” around eating insects.
Icon of pet food package with recycling symbol
Circular economy: Circular food packaging is reusable, either recyclable or compostable, and often designed to lengthen the food’s shelf life.
Icon of cute insect face
Persuasive design: Designers have used cute anthropomorphic cartoon insects to make insect-based food for humans more attractive, but only if it looks like familiar food.

Interviews with dog owners

Cartoon of a dog writing on a clipboard
To find an appropriately human-, dog-, and planet-centered problem to solve, we decided on an open-ended interview study to learn how dog owners might relate to insect-based pet food. I led the recruiting effort, using a variety of online networks as well as flyering in pet stores, and helped run most of the interview sessions.

Key findings:

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Dog health and preferences were the most important factors in the foods and treats dog owners chose to buy.
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Personally known experts had much greater influence on dog owners than e.g. vets mentioned on food packaging.
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Humanization of their “fur babies” led dog owners to project their own food preferences onto their dogs, e.g. variety.
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The “ick factor” around insect-based food appeared much more common among younger dog owners than JRB thought.
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Ecological concerns were secondary or an afterthought in even highly eco-conscious dog owners’ decisionmaking around their dogs.

Competitive analysis

We studied the strengths and weaknesses of 3 U.S. and 3 foreign makers of insect-based dog food. We also performed a SWOT analysis on JRB itself.
Three packages of insect-based dog food and treats made by Just Right Bite's competitors

Key strengths of JRB's American competitors:

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Mature and varied product line, certified quality ingredients.
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All of the above plus a monthly auto refill option.
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All of the above plus eco-friendly packaging and online eco-education.

Ideation

Co-design workshops

Working with dog owners to co-design possible solutions would have been ideal, but we were strapped for time and chose the simpler method of planning two workshops with JRB's four employees instead. This proved highly beneficial to both their team and ours.

Empathy workshop

  • First we shared an hour worth of clips from our interviews to help JRB build more connection with their potential customers' needs.
  • Having taken notes on Post-its, we used them to map the interviewees' thoughts and feelings on a large empathy board.
  • Next, we took down the Post-its and did an affinity mapping exercise to regroup them into themes.
  • Finally, we used dot voting to choose the most important problems and opportunities to be addressed.

Ultimately we aligned on a single theme: dog owner perceptions of insect-based food, including the ick factor and concerns about nutrition. This implied that our design solution would need to be an educational tool of some kind.

Photo of a whiteboard covered in hundreds of sticky notes, with labeled sections for interview participants' thoughts and feelings, what they see, hear, say and do, pain points, and good experiences Photo of a table with 21 stacks of sticky notes topped with category labels

Ideation workshop

  • We started the second session with journey mapping to find touch points where educational interventions could be added.
  • With this context, we all did a Crazy 8s sketching exercise to quickly brainstorm design concepts.
  • Then we mapped our ideas on an Impact-Effort chart to help choose a concept that would be both powerful and feasible to prototype.
Photo of a whiteboard with a two-axis chart, the X axis being impact and the Y axis being effort, with dozens of sticky notes labeled with design concepts

Concept selection

We followed a fairly ad-hoc process for narrowing down the ideas from the ideation workshop to one that we would prototype:
Journey map showing how an eco-conscious dog owner would learn about insect-based pet food through online educational games recommended by a Mud Bay employee, including a diagram of people and organizations involved
  • From the 30 ideas on the Impact-Effort chart, each team member took two ideas to expand on through sketches and journey maps.
  • We presented our work to each other in a concept workshop and did a round of dot voting.
  • We combined our two favorite ideas, collectible cards and a set of online educational games (the latter was one of the ideas I journey-mapped).
  • A teammate proposed an additional component, free or discounted JRB products as rewards for completing the games, and we voted to approve it.

Prototype development

Concept validation

We did some quick concept validation research to see whether our cards and games design was worth pursuing, simulating an experience of finding a card at the Just Right Bite farmer's market booth and scanning a QR code to play one of several "phone" games. This included:
  • Remote sessions with prior interviewees and static mockup images
  • In-person sessions with fellow students and paper prototypes
Slideshow showing paper prototypes of games including a true-false quiz, a crossword, a slider puzzle, and a puzzle where you place tiles in blank spots on a circular economy diagram

Key findings:

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Collectible cards: Most participants would use them and share them with friends/family, although a couple of people found them childish.
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Educational games: The crossword was especially popular. The most common feedback was to simplify the games as much as possible.
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Incentives: Participants said they would be attracted by large discounts or buy-one-get-one-free deals on Just Right Bite products.
We decided these findings were encouraging enough to proceed to medium-fidelity prototyping and testing.

First full prototype

I wasn't heavily involved in the prototyping work, but I helped develop the overall concepts for how things would work.

Collectible cards

To balance printing costs with JRB's need to manage promotional campaigns, we came up with the following plan for the physical cards:
  • Five fixed card designs created by my teammate Hayley Pike, with quick facts about insect-based dog food and QR codes to access the five linked educational games.
  • Small stickers with unique bar codes granting users access to certain rewards for completing the games.
We also envisioned digital versions of the cards that people could find on the company's blog or social media accounts.
Four screens from our first full game prototype: a page with placeholders for the collectible cards and an entry field for a code, a screen showing that you've successfully collected a card, a crossword game, and a reward screen saying you've earned a free variety pack of JRB treats.
Phone frame

Games and incentives

The Figma prototype, developed almost entirely by my teammate Angel Wylie, involved the following steps:
  1. Scanning the QR code on a physical card or clicking a link on a digital one.
  2. For physical cards, entering the unique code to fully "collect" the card (ideally we would have had a bar-code scanner built into the landing page to simplify this).
  3. Playing one of five simple games: crossword, word scramble, cryptogram, true-false quiz, or circular economy drag-and-drop puzzle.
  4. Clicking a link to a JRB store page to redeem a reward, or saving a promo code for later.

Usability study

We only had time and recruiting capacity to do three usability study sessions, repeating the farmer's market scenario with our mobile game prototype running on a tablet. Participants gave mostly positive feedback but suggested several areas for improvement, such as:
Photo of a usability tester interacting with our prototype on a tablet screen while Ben looks on.

Final prototype

With a bit of assistance from me, Angel created a much-improved Figma prototype in response to feedback from our test users. Hayley mocked up a new incentive for completing all five games, a treat jar with a personalized label. I assembled a document for JRB describing and linking to our prototype, and created a video prototype dramatizing the full user flow.
Four screens from our final game prototype: a page with a 'fetched card' popup, a still from an animation of hearts celebrating a correct answer in the true-false quiz, a page with a 'collected card' popup displaying progress on earning incentives, and a JRB store page for a free personalized treat jar.
Phone frame

Prototype updates

  • Removed bar codes from the cards to simplify entry into the games.
  • Allowed the player to "collect" all cards within the game experience after "fetching" one to start with.
  • Added several animations to reward the user for correct answers and completing games.
  • Revised the incentive model and visualized it using a sideways thermometer graphic.
  • Included a mockup of a JRB online store page with the personalized treat jar (I created this).

Next steps

Additional research

Cartoon of a dog filling out an online survey
At the end of the project, we made plans for how we would continue if given the opportunity, focusing on research to remedy some limitations of our work. We would have:
  • Run an online validation survey to check the findings from the initial interview study with a much larger, more diverse participant group.
  • Performed additional usability tests including features we didn't have time to test, such as entry points from social media.
  • Put out a follow-up quiz weeks to months after people go through the games to test long-term retention of the information.

Completing the games

Assuming the research didn't send us back to the drawing board, we would still have had plenty of work to do turning our prototyped online games into a fully usable experience.
Screenshot of our cryptogram game with flaws noted in red: too-small text, issues with text entry functionality, and lack of validation of the user's solution to the puzzle.
Unfortunately, Just Right Bite is now out of business and none of these plans will ever come to fruition. But I can safely say that this end-to-end human-centered design project was a big help in preparing us all for a variety of work in UX research and design.
This portfolio is released under a Creative Commons BY SA license.