Johnathan Jiang
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Service & experience design

Shubing

2026.5 — 2026.8

Help you establish an interactive play with your cat.

Shubing brand lockup: the cat-ears mark and wordmark on olive green, with a cat peeking over the bottom edge

Shubing is a cat enrichment service. Twelve questions about one cat produce a box of enrichment objects chosen for that cat, plus an app for the weeks between boxes. I ran it solo, from the research through the service model, the web flow, the kit and packaging, and the app. The part I'm most confident about is the reframe underneath it, which came out of watching my own behavior rather than the cat's.

Scope

Role
Experience designer (solo)
Context
MDes Studio: Experience (IXDGR 6600)
Timeline
2026.5 — 2026.8
Tools
Figma, Illustrator, Photoshop
Deliverables
Service concept · first-hand research · user journey map · web personalization flow · kit & packaging · mobile app

The reframe

The obvious framing for a project like this is that people don't take care of their cats well enough. Cats get sold as low maintenance and independent, and that gives owners permission to put in less. I mapped that chain first because it's where everyone starts, including me.

Diagram: Low maintenance and Independent both arrow into Less effort, which arrows into Not enough care

Where the framing broke

I was looking after a friend's cat at the time, a four-year-old golden shorthair named Shubing. He meows a lot. I read it as boredom and bought him a pile of toys, expecting a low maintenance cat to entertain himself with them.

Shubing the cat, a golden shorthair with very large eyes sitting in a basket, next to tags reading 4 years old, huge eyes, super cute, very vocal

He used two of them. The laser pointer and the feather wand, neither of which works unless a person is holding it. So the toys weren't really the problem and interactive play was already happening.

Slide showing a laser pointer and a feather wand with the words Repetitive and Little positive feedback

What broke down was me. The motion is the same every session, and after a few weeks I was getting nothing out of it. It turned into a chore. I was still caring about the cat, still doing the work, and it was still getting worse, which meant the problem I'd written down couldn't be the real one.

What I changed it to

So I moved the problem off the owner's intent and onto what the owner receives. People don't run out of care, they run out of return.

It's a small change in wording and it decided everything downstream. You can't design people into caring more. You can design an activity that gives them something back.

Slide with 'People pay not enough care to their cats' struck through, replaced by 'People receive not enough positive feedback in play with cats'

Enrichment tests

Before designing anything I spent several weeks running enrichment methods on a real cat and recording what happened on both sides. All of the research here is first-hand. The starting point came from social media, where people pick wild grass and weeds off the street and bring them home for their cats to smell.

Four social media video stills about introducing cats to plants and wild catnip, arrows converging on the words 'Bring wild plants back to cats'

Foraged plants

I picked a few stems off the sidewalk on the way home and gave them to Shubing. He sniffed, bit gently, then played with them, which is the result I was testing for.

The finding I wasn't testing for was on my side. To pick something worth bringing back I had to look at the street properly, at what was growing in the cracks and how it smelled and how the leaves felt. I'd done the interesting part before I got through the door.

Photos of Shubing sniffing, batting, and biting leaves picked up from the street

Texture box and distributed snacks

I filled a box with paper, package scraps and plastic bags and buried snacks under all of it, so getting them out meant working through every layer. I also hid snacks around the apartment before leaving, which gave him somewhere to go while I was out.

Cardboard box filled with torn paper and package scraps, the cat digging in with snacks hidden in the textures
Photos of snacks placed around the apartment on a window ledge, a shelf, and a cat tree, for the cat to find
Texture box, snacks hidden under paper and package scraps
A juice carton cut open and re-used as a snack puzzle

What the tests told me

Every method gave the cat more to work with than a toy does, in smell, texture, sound and searching. The ones that also worked on me were the ones I had to build or go out and find. A wand toy only asks you to hold it. These took more effort and gave more back, and that difference is what the whole service is built on.

Slide reading 'The cat & the owner experiences different senses', with '& the owner' highlighted in red

The design rule

Green slide with a cat peeking over the bottom edge and the Shubing positioning statement

Shubing is a shared sensory experience for cats and their owners.

I turned the research finding into one rule and used it to settle every decision after that. If an object only gives the cat an experience, it doesn't go in the box.

What the rule ruled out

Naming the service after Shubing came out of the same rule. It's about one specific cat and the person attached to that cat, so it carries the name of the one that produced the research.

Personalization

The service has to produce a different box for every cat, so most of the design work went into the questionnaire that drives it. Twelve questions, each one mapped to something that changes in the kit.

I pressure-tested the flow with a persona pair. Hank is a busy doctoral student who wants to give his cat more than he currently does. Hashbrown is gentle, picky about food because of dental issues, and spends most of the day on the couch. Those dental issues are the reason a loofah turns up in his box later, which is the kind of link the questionnaire exists to make.

Line illustrations of Hank at a desk with a laptop and Hashbrown curled up asleep, each with a short profile

Getting people in

The entry point is an Instagram story ad, and both cards name a thought the target has already had. That the cat is bored, and that the toys were a waste of money.

Two Instagram story ad mockups: a bored cat on a rug, and a flat lay of unused cat toys

The landing page asks for one thing, the cat's name, and promises three minutes. From the next screen on, the site uses that name instead of talking about cats in general.

Shubing landing page with 'Bored cat, wild instincts.' over a single name field, a cat peeking over the bottom of the frame

Twelve questions

Breed, playstyle, age, medical conditions and so on. Two decisions did most of the work here. Every question is answered by picking pictures rather than typing, which is what keeps people moving through a twelve-step form. And every question carries a short note explaining why it's being asked, so the person is learning about cats while filling it in rather than just handing over data.

Two question screens: breed selection with illustrated breed cards, and playstyle selection with cards like The Puppeteer & The Hunter, Fetch Duo, Gentle Companions

Location

The ZIP code sets shipping. It also returns a list of cat-friendly plants growing in that city, sorted by where to look for them. Sidewalk cracks and wild patches, neighbors' gardens, ones to grow, ones that come in the kit.

This is my own research finding turned into a product feature. It reaches the person before they've bought anything, and it's the part of the service they're least likely to have thought of on their own.

Location question screen with country and ZIP code fields Results screen showing a grid of cat-friendly plants in San Francisco with scent notes like SWEET + ANISE and PEPPERY + BRIGHT

Questions that do two jobs

The last two ask for the cat's treat philosophy and the owner's goals. They feed the kit contents, and they also make the owner put words to a relationship they've never had a reason to describe. Most people haven't considered that their cat has a treat philosophy until they're asked to pick one.

Treat philosophy screen with eight illustrated options, and the goals screen with four goal cards

The kit

The generated kit holds a dried loofah, recycled paper rolls, molted parrot feathers, edible fragrance blotters and a manual. Nothing in it reads as a cat toy, which is the rule doing its job.

Generated kit page headed 'Here is the Kit for You and Hashbrown', with item cards down the left and a kit summary with pricing on the right

Each object written as a product

Every item gets an ingredient list, a paragraph on how it enriches this particular cat, and instructions. The loofah says to spread lickable treats on it, which traces back to the dental answer, since chewing the dried gourd cleans a cat's teeth and the treat is what gets the cat to chew in the first place.

Writing them this way does two jobs. It justifies objects that would otherwise look like junk, and it gets the owner imagining the texture before the box has even shipped.

Product detail card for Hashbrown's Chewy Loofah, listing ingredients, enrichment rationale, and instructions
Three more item cards: Customizable Paper Rolls, Feather Flyers, and Edible Fragrance Blotters

Packaging

The cat's name is printed inside the lid. It's the cheapest way I could find to make the personalization physical, and it's the first thing anyone sees on opening the box.

Shubing kit packaging: an open two-part box with 'Made for Hashbrown' printed inside the lid

In use

Rinse the loofah, spread the treat, hand it over. The owner feels the fiber catch on their fingers while doing it, which is the shared sensory rule showing up inside an ordinary two-minute task.

Three steps: rinse the loofah, apply lickable treats on loofah, give to Hashbrown

The paper rolls are the item that changes behavior. They're recognizably household waste, and once someone has folded one into a treat puzzle and watched it work, they know they can make more from what's already in the apartment. At that point the service is trying to make itself unnecessary, which I think is the right ambition for it.

Two photos: folding a paper roll into a DIY toy, and Hashbrown playing with the paper roll to get the treats out

Play is no longer a one-way companionship, but a joy shared between them.

Finding the gap

I mapped the service as a journey, with stages, touchpoints, the senses in play at each step, and a line for anticipation. I built it mainly to check that the touchpoints were covered.

The anticipation line is what made it worth doing. It drops through the entire waiting-for-kit stage, which runs several days and is completely empty. That's where someone cools off on a thing they've just paid for.

User journey map with the anticipation line sagging through the 'Waiting for kit' stage, annotated 'People lose interest'

The anticipation line drops through the whole waiting-for-kit stage.

So the app got scoped from evidence instead of habit. It exists to hold attention across a gap I had measured, which also told me what it needed to do and what it didn't. The confirmation email was rewritten to hand the person over to it rather than just confirm an order.

Confirmation email headed 'Confirmed! One more step before the box arrives', with Track Order and Download App buttons The same journey map with the app's coverage marked across the waiting stage, annotated 'app comes into play'

The app

The app installs under the cat's name, so the home screen says Hashbrown rather than Shubing. Same reasoning as the name inside the lid.

Phone home screen showing the app installed under the name Hashbrown Three app screens: Store, Subscription, and Settings

Community

A feed of other owners posting what they've tried. This is in the product for a specific reason. Watching other people's cats meet a plant is what got me to try it, so the loop that started my research is the one I wanted running inside the service.

Community feed screens with posts about DIY enrichment, cat-friendly plants, and things your cat might hate

Agent and scent library

An AI agent for the questions that come up mid-activity, and a scent library of what's growing nearby with what each plant does for a cat and where to find it. The library is the location feature from the questionnaire, kept live after the sale instead of used once.

Two app screens: the AI assistant chat and the scent library listing plants by where to find them

Subscription

Wildplay, Hunter's Instinct, Kitten's Care. The contents change and the rule holds. Nothing off the normal shelf, and everything needs the owner to make something out of it.

What's next

The twelve questions carry the entire personalization and I've only tested them on paper. The next step is putting real cat owners through the flow to see which answers change the box in a way they actually notice, because a personalization system nobody can feel is just a longer checkout.

The subscription needs the same check. The second box has to land as well as the first one did, and right now that's an assumption rather than a finding.

Three Shubing kit boxes, Wildplay, Hunter's Instinct, and Kitten's Care, arranged with a large leaf and a potted cactus
2026
Another concept-to-system project
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Anchor

Thanks for reading. If anything caught your eye, I'd love to hear about it.