Project Details

Name: My Pathetic Dog Life

Brief description of the app

An app with multiple functions - a work focus mode, interactive story, as well as cozy elements. It’s biggest use case is entertainment, however is not bound to it - and the project could gain expansions. The story is supposed to point out struggles of office workers, especially ones low at the career ladder, how monotony and outside pressure can affect a person. The ‘dog’ element is supposed to both look whimsical while having a darker, derogatory side.

Team members

  • Oleh Rak
  • Lemon Ostrowicka

Documentation of App Development

Use case

The app’s biggest use case is entertainment, however is not bound to it - and the project could gain expansions. The story is supposed to point out struggles of office workers, especially ones low at the career ladder, how monotony and outside pressure can affect a person. The ‘dog’ element is supposed to both look whimsical while having a darker, derogatory side.

Target user

Older teens to young adults.

Similar applications

  • Love and Deepspace, Study Bunny - functionality
  • Purrfect Tale, My Leisure Time - style

Design of the SQLite database (ERD)

Entity Relationship Diagram (ERD)
SQLite ERD

Documentation of Usability Test

Usability Test Plan

Heuristic evaluation

We sat down and did a cognitive walkthrough of the core functions of our app. Afterwards each of us did a heuristic evaluation and in the end we came up with the following four issues:

Heuristic Issue Severity Fixed?
Visibility of system status No pop-up when adding medicine Medium After user test
User Control and Freedom Can’t take more than 3 pills per day Low Not intended
User Control and Freedom Can’t take medicine less often than daily Low Not intended
Error Prevention User can submit a string as number of pills High Fixed ASAP

Hypothesis / testable questions

  • Will users run into any errors?
  • Are the menus visually consistent enough?
  • Are the options given to users sufficient?
  • Does the user feel confident their input has been recorded?
  • Would users find the app useful and/or enjoyable to use in their daily life, or would they feel no impact on their life/negative feelings while using the app?

Planned data to collect (dependent variables)

  • SUS score
  • Perceived enjoyment

Methods used

  • Sus questionnaire
  • Observation

Tasks

  • Go into work mode and after setting a timer, try to leave
  • Insert new medicine and then update the amount of pills you have
  • Create a set of clothing you find the best

User Test Results

Participants and demographics

We have tested our app on a group of random 7 colleagues, of which all have participated in a usability test before. Out of which, 4 were female and 3 male, all of them comfortable with using mobile applications. None of the participants had hands on experience with an application with a Virtual Companion, only being vaguely familiar with how it works at best.

Age Graph
Demographics

Summary of quantitative evaluation

All users had to take a SUS (System Usability Scale) Questionnaire after completing a set of tasks. The average score turned out to be 93.21, with the standard deviation of 5.5, and confidence intervals of 88.09-98.33.

SUS charts
SUS results

Out of all the users tested, 4 users thought options given to them in the app were sufficient, with none further comments.

Excerpts of relevant feedback/comments

Used quotes are taken directly from the comments left on the questionnaire.

  • “More art”
  • “more clothing options”
  • “decimals for pills”

Most users mentioned one of the following things:

  • a pop-up screen that was implemented when you leave the wardrobe confused the users and made them unsure if they are supposed to just leave;
  • a will to see more art, especially in the wardrobe section;
  • confusion at the purpose of the wardrobe;
  • a desire to save outfits in the wardrobe.

Updates made because of feedback

Thanks to the received feedback, numerous changes were made to the app. Firstly, we completely removed the pop-up when leaving the wardrobe screen - it’s whole purpose was to be a silly remark and an explanation as to why the outfit doesn’t remain on the character on the main screen; so we decided to remove it since the confusion it caused wasn’t worth it. The wardrobe screen also earned two more upgrades - more clothing got added, alongside a save button. Additionally, thanks to the feedback given on the day of demonstration, we have also added an edit functionality to each pill in the medicine section.

Final reflection

Oleh Rak

I'm approaching the end of the ccl submission (30th of January) and i'm really glad it didn't become the end of me. We took on a very ambitious goal and had many unexpected hardships throughout the process, but in the end we delivered our mvp and it makes me happy. For the entire duration of the project i had to keep switching accounts on my laptop if i wanted to work in android studio, since it was complaining about my account name being in Cyrillic. Overall I learned a lot and in the end i think i'm happy with what we achieved. Though i really wish i payed more attention to structuring and making the project more expandable. I always give it my best, but in the end i realised my efforts weren't enough and it was a little hard to add finishing touches after taking a small break. Despite all this, i really hope that i will be able to use the knowledge i obtained during the ccl in the future. Finally, i would like to thank my teammate for the amazing art they provided and for their help with coding and structuring the work.

Lemon Ostrowicka

CCL3 turned out to be.. a very challenging experience. I liked the freedom we've got, which allowed me and Oleh to work on a project we actually liked, however there were multitude of challenges along the way. First off - problems with Android Studio. Oleh has his laptop in Cyrillic which Android Studio doesn't like, while I got my first Android phone 2 days before the CCL so I wasn't familiar with the environment at all, and relied on the emulator, when the final result sometimes looked different. Additionally, I was out of the loop for a week, first struck with painful bleeding and later with a 39* fever, probably partially due to my dear dog passing away, overall stress related to final projects, and financial struggles. In code, I did not encounter many issues thankfully, but there were some device problems when creating the art. We split the work between me and Oleh in a way where both of us would be happy - I was more involved with planning the structure and specific to-do tasks, designed the prototype, created presentations, summarised the user tests, worked on art, text, animations, and handled the work screen and features related to it. The final app... kind of meets the initial concept. We implemented all features we wanted for the user to actually use the CRUD for, and the parts that are more interactive. Sadly, we did not get to implement the story - there are scraps of writing and art that we have, but because of lack of time, we decided not to implement something that doesn't look good. It is sad, however, as mentioned during the final presentation, me and Oleh plan to work on the app further once the finals are over (there are 4 assignments due tonight, as of the time of writing this), to perhaps get it in a state that could be released on google play - it is an ambitious goal, but we really want to make this great. Further improvements would related to the story and art, to also improve the screens that already exist (make main screen more animated, add cool wardrobe pieces etc etc.).

Repository

Source code repository: https://git.nwt.fhstp.ac.at/cc241047/ccl3-ws2025

APK

Download the Android APK here:

Download Android APK