CuePo device on an agility training field

Case Study · Product Design · UX Research

Smart Rewards for Better Training

Role Domain Expert & Research Lead
Deliverables Research · Cardboard Prototype · App Prototype · Remote Prototype
Team Team of three—research, 3D design, electronics

A hardware-software system
for professional dog trainers.

Remote treat dispensers—the backbone of science-based, positive-reinforcement dog training—haven't meaningfully evolved in over a decade. The dominant device was released in 2008, jams constantly, only works with specific kibble sizes, and offers zero data or connectivity. CuePo was designed to replace it: a low-profile, jam-resistant smart dispenser, a three-button remote, and a companion app that finally gives trainers the data layer they've been tracking on paper.

My Role on the team

Many dog trainers depend on remote reward-based training tools, yet existing options are outdated, costly, and disappearing. These limitations undermine effective, science-based training in real-world environments and are creating a growing gap in the professional dog-training market.

Dog sports is one of the fastest-growing segments in the pet industry, yet professional trainers are being failed by outdated, fragile equipment. Three problems define the market gap:

«The market gap is not subtle—when we started asking trainers what they wanted, the enthusiasm was immediate. The community was ready for something better.»

01
Constant jamming

Disc clogs mid-session, interrupting training at exactly the wrong moment. For a professional running six sessions daily, each jam is a training failure.

02
No app, no data

Progress is tracked on paper or from memory. There is no session logging, no statistics, no way to analyse performance over time.

03
Disappearing supply

The market-dominant device is increasingly hard to source outside the United States, creating an urgent gap in the professional training community.

A $2.35B addressable
market with no modern solution.

The dominant tool in this space is 17 years old, increasingly hard to source, and has no credible modern challenger. Market sizing confirmed the opportunity was real before we committed to a direction.

$11.75B TAM—Total Addressable Market

Global pet training products and services market. North American and European dog training segments represent the primary growth driver, fuelled by rising pet ownership and sport participation.

$2.35B SAM—Serviceable Addressable Market

Positive-reinforcement and competitive dog sports trainers in North America and Europe—the segment actively using or seeking remote treat dispensers. No credible modern product exists for this audience.

$20–120M SOM—Year 1–3 Revenue Target

A realistic 1–5% capture of the SAM through direct-to-consumer sales, with expansion via accessories, replacement modules, treat packs, and a B2B channel through training facilities.

Understanding users
and how they train.

My Role

I brought 30+ years of hands-on training experience to this project—professional trainer, regional competitor, national committee member. That access gave the research immediate credibility: I could ask the right questions, recognise nuance in the answers, and translate findings into design decisions that were grounded in how training actually works. I led the discovery phase end-to-end: survey design, one-on-one interviews, competitive analysis, and synthesis.

76%

of trainers named jamming as their top frustration

$200–300

CAD pricing sweet-spot, identified through surveys

3

alternative product categories evaluated—none met pro standards

Desk research, interviews, surveys & competitive analysis.

Desk research

Desk Research

Interviews

Interviews

Survey results

Survey Results

Competitive analysis

Competitive Analysis

Four pain points. One clear signal.

Survey results and interviews with active trainers surfaced the same frustrations across experience levels.

76%

Jamming is the #1 frustration

The disc mechanism clogs with any treat that varies slightly from spec. Trainers working six sessions a day can’t afford a failure mid-run.

No data

Progress is tracked on paper

No session logging, no stats, no way to compare performance over time. Trainers are building mental models from memory alone.

Supply

The dominant device is disappearing

The market-leading tool released in 2008 is increasingly hard to source outside the US. Trainers in Canada and Europe are feeling the gap acutely.

$200–300

Price sensitivity is real but not prohibitive

Trainers would pay CAD $200–300 for a device that actually works reliably—well above commodity price points, signalling genuine willingness to invest.

Research Limitations

The research sample skewed toward existing competitive agility and dog sports participants—a motivated, informed group. This means findings may not fully represent casual pet owners or new-to-sport handlers. Additionally, the online survey format limited depth on some nuanced use cases; in-person observation would add an important layer in a future iteration. These limitations are acknowledged but do not undermine the core signal: the professional training segment has a clear, urgent, unmet need.

Who we designed for.

Drawing on my training background, I helped the team develop two personas that grounded every subsequent design decision. The personas are based on composite archetypes drawn from survey data and interviews with real trainers in the agility and dog sports community.

Sam — Professional Trainer
Professional Trainer

Sam

Samantha "Sam" Keller

Mid-40s British Columbia, Canada 15+ yrs competitive dog sports

Owns and operates a dog training business, competing in agility and dog sports at the highest level. Currently developing a young prospect dog with international competition goals.

«If I could place rewards exactly where I need them, my training would progress twice as fast.»

Goals & Needs

  • Increase precision in reward placement during distance work
  • Develop independence and distance skills in her young dog
  • Grow training business reputation through competitive success
  • Compete internationally with her young prospect

Frustrations

  • Remote reward devices expensive and hard to source in Canada
  • Current tools jam or lack flexibility with treat types
  • Limited treat size compatibility for high-value rewards
  • Difficulty reinforcing behaviour away from handler position

Motivations

  • Driven by excellence and professional credibility
  • Competition success directly supports business growth
  • Invested in science-based training that produces results
Alex — Weekend Warrior
Weekend Warrior

Alex

Alex Morgan

26 years old Metro Vancouver 1 yr agility competition

Recently entered the world of agility competition. Works full-time outside the dog industry. Highly motivated but still building handling and timing skills. Struggles to reward away from her body.

«I just need something that helps me be clearer and faster so my dog understands what I mean.»

Goals & Needs

  • Improve distance handling skills to compete effectively
  • Reward more precisely to build clearer communication
  • Feel confident and competent in competition environments
  • See measurable progress in her training

Frustrations

  • Feels behind compared to more experienced peers
  • Tossed treats land inconsistently, muddying dog’s understanding
  • Unclear whether progress issues are skill- or timing-related
  • Price sensitivity for high-end training tools

Motivations

  • Motivated by progress and the agility community
  • Wants to feel competent in competitive environments
  • Enjoys seeing measurable improvement in her dog

Grounding design in
verifiable specifications.

My Contribution

Translating research findings into a formal product requirements document was critical to ensuring that design decisions were traceable back to user needs. I led the prioritisation process that shaped these requirements—applying domain expertise to distinguish real constraints from assumptions, and making sure every specification had a justification rooted in what trainers actually told us.

Must Have / Should Have / Nice to Have.

One of my most consequential contributions was determining which features to build and which to defer. I synthesised the research data and applied domain knowledge to force-rank the feature set.

Feature Research Rationale Priority
Agitator anti-jam mechanism 76% of trainers named jamming as top frustration—non-negotiable Must Have
Low-profile, wide-base form factor Stability under active dog use was a universal complaint Must Have
Varied treat compatibility Trainers use high-value treats that don't fit current devices Must Have
USB-C rechargeable battery D-cell batteries are inconvenient at outdoor sessions Must Have
Bluetooth remote (3-button) Hands-free operation is essential during live training Must Have
Session tracking & stats app Trainers currently use paper—highly requested Should Have
Jackpot dispensing (multi-treat) Power reinforcement for high-value training moments Should Have
Carry bag / accessories Practical for outdoor transport Nice to Have

How trainers actually use it.

Three scenarios illustrate how CuePo integrates into real training sessions across our two primary personas—each revealing a different capability of the system.

Professional trainer user flow — S-shape diagram

From surveys to
cardboard to 3D print.

How we solved the jam problem.

The jamming problem was the non-negotiable—76% of trainers named it as their top frustration, so solving it wasn't optional. We started by studying how other industries had approached the same challenge: moving small, irregularly shaped objects reliably, one at a time. Candy dispensers and pill dispensers were the primary reference points—both had to solve exactly this problem at consumer scale.

What we landed on was a hybrid: combining the gravity-fed hopper cone from one pill dispenser design with the rotating paddle agitator from another. The agitator spins to prevent bridging and break up clumps, while gravity does the rest of the work. The result:

  • Treat flexibility — works across kibble sizes, textures, and semi-moist treats
  • Simpler mechanically — fewer moving parts than shuttle alternatives, fewer failure points
  • Gravity-assisted — cone hopper + agitator creates passive flow without forcing
  • Easy to service — fully removable hopper and bowl, user-cleanable
The agitator — gravity and agitation fed, prevents jamming, works with varied treat sizes

Cardboard prototype for the agitator: gravity-fed, clog-resistant, easy to service

Cardboard before CAD—and a lot of cardboard.

Getting the agitator geometry right took multiple rounds of cardboard prototyping before we touched the 3D printer. There were many casualties—cardboard boxes, gorilla tape, patience—none of which died in vain. Each iteration taught us something specific: paddle angle, paddle count, hopper cone slope, the minimum clearance needed to prevent bridging with different treat types.

I built the cardboard prototypes of the physical device and the agitator mechanism—the critical low-fidelity stage that proved the concept was viable before the team invested time in 3D modelling. We also used air-dry foam clay to explore remote button placement and ergonomics in parallel.

What the cardboard stage confirmed:

  • Agitator prevents jamming even at low fidelity
  • Single-treat dispensing is achievable with a servo
  • Low-profile form factor holds up under simulated active use
  • Three-button remote is the right level of complexity
3D exploded view of CuePo device

3D exploded view—created in Maya and Blender

Animated exploded view—created in Maya and Blender

Testing assumptions
with real athletes.

My Contribution

I led and conducted the in-person remote usability testing—building the foam prototypes, recruiting participants from the agility community, running the sessions, and synthesising the findings. Testing revealed a genuine surprise that directly changed the design direction.

Five competitors. Three prototypes. One clear winner.

I built three air-dry foam clay remote prototypes based on earlier sketches. The prototypes explored two primary variables: overall body size (larger vs. smaller form factor) and button layout (different arrangements and surface textures for blind operation).

Five agility competitors tested the prototypes in-person, handling them as they would during an actual training session—remote in hand, attention on a simulated dog and course.

Three foam clay remote prototypes — A (winner, larger), middle variant, and B (smaller)

Prototype A (left, largest body) was the clear winner. Prototype B (right, smaller body) was expected to win but ranked last.

Larger body won—unanimously

Prototype A (far left, largest body) was selected as the preferred design by the majority of testers. The team's initial hypothesis was that the smaller remote would be preferred. It wasn't even close.

Grip security under movement

Testers were running and handling simultaneously. The larger form factor provided significantly better grip—less likely to drop, easier to locate by feel, more confident to use without breaking focus.

Durability signals trust

The larger prototype felt more durable. At outdoor agility sessions, equipment takes a beating. Perceived robustness directly affects confidence in the tool.

Tactile button distinction is critical

Buttons need different textures—concave, ridged, or bumped—so trainers can identify which button they're pressing without looking away from their dog.

«We expected the smaller remote to win—easier to carry, less bulk. But under real conditions—running, looking at a dog, managing the course—the larger remote won by a wide margin. Testers felt more secure and in control. It changed our direction entirely.»

Testing Context

The remote user testing was conducted as an in-person session with five competitive agility participants. Sessions focused on ergonomics, grip confidence, and button identification under simulated active-use conditions. Team discussion confirmed the remote must function fully without a phone present—the app is additive, not required for basic operation.

Three components.
One integrated system.

01

The Device

Every design choice in the device traces back to a specific research finding.

The CuePo device — final 3D render showing removable bowl, swappable hopper, USB-C power, and low-profile shape

Final 3D render: Removable Bowl · Swappable Hopper · USB-C Power · Low-Profile Shape

Low-profile shape

Wide base, low centre of mass—dogs can't topple it during active sessions.

Agitator anti-jam system

Gravity-and-agitation-fed dispensing works with varied treat sizes, no clogging.

Swappable hopper

Large top opening for easy loading. Fully removable for cleaning.

USB-C rechargeable

Charge it like a phone. No more hunting for D-cell batteries at outdoor sessions.

02

The Remote

Three buttons. Zero confusion. Designed for one-handed use when your attention has to stay on the dog. Form factor informed directly by user testing—the larger body won.

AOne click to reward. Double-click for a jackpot.
BNon-reward marker—audible cue, no treat.
CSingle press starts session. Long-press ends it.
The Remote — final 3D render showing three-button layout with wrist lanyard loop and ergonomic grip

Final remote design: larger body (user-tested winner) · wrist lanyard loop · three distinct-texture buttons

03

The App My Deliverable

I built the app prototype entirely—beginning with early wireframing assisted by Google Stitch and Figma Make to rapidly explore layout structures and interaction patterns, before transitioning to full-fidelity design in Figma Design for the final prototype. The app covers three primary flows: onboarding & device pairing, live training sessions, and the dashboard with stats and settings.

From wireframe to layout.

Before moving into full-fidelity Figma Design, I used Google Stitch and Figma Make to rapidly explore the overall structure and key interaction patterns. These early screens established the core layout logic—navigation, session hierarchy, and data display—before any visual polish was applied.

Early CuePo app wireframe screens — initial layout exploration before full-fidelity Figma design

Early wireframe exploration—structure and interaction logic before visual design was applied

From first launch to first session.

Eight screens take a new user from welcome to their first live training session—including account creation, dog profile setup, and Bluetooth device pairing with a live test-treat confirmation.

Welcome Screen

Welcome Screen

Sign In

Sign In

Create Account

Create Account

Quick Setup

Quick Setup

Add Dog

Add Dog

Dog Details

Dog Details

Dog Sport

Dog Sport

Device Search

Device Search

Device Connected

Device Connected

Test Treat

Test Treat

1
Welcome & splash

«Training that clicks.»—the CuePo tagline anchors the first impression. Two clear paths: Get Started (new) or Log In (returning).

2
Account creation

Email, Apple, or Google sign-in. Designed for speed—most trainers will create an account before a session, not during one.

3
Quick setup

Experience level and primary sport selection personalises the app experience from the start—without requiring it (skip is always available).

4
Dog profile

Name, breed, age, and sport activities. Sam's first dog is Tempo—a Malinois. Multi-dog users can add multiple profiles before pairing.

5
Device pairing & test treat

Bluetooth scan shows nearby CuePo devices with signal strength. Connection success triggers an immediate test treat—confirming the full loop works before the session starts.

The core loop: select, train, review.

The training flow is the heart of the app. It was designed to be used with one hand while the other is managing a dog—large tap targets, instant feedback, and a session summary that makes progress visible at a glance.

Select Dog

Select Dog

Choose Goal

Choose Goal

Live Session

Live Session

Training Summary

Training Summary

1
Dog selector

For multi-dog trainers, choose which dog you're working with. Each profile shows active sports/activities for quick context.

2
What are you working on?

Goal tagging—the exercise name that all session data will be logged against. Quick-select chips for common skills; environment and notes fields for additional context.

3
Live session screen

Three oversized buttons—Correct (green), Jackpot (yellow star), No Reward (red)—designed for one-thumb use. Remote connected indicator visible at all times. Live counters track each outcome type.

4
Session results

Tempo's Results: 14 Correct · 3 Jackpot · 4 No Reward · 81% success rate. Notes field captures qualitative observations. Two clear CTAs: Back to Dashboard or Start New Session.

Progress, settings, and support.

The dashboard closes the loop that the research identified: trainers need to see objective progress over time. The stats view gives a trainer like Sam a week-over-week view of success rate, jackpot frequency, and total session time—the data layer that never existed before.

Home Dashboard

Home Dashboard

Device Settings

Device Settings

How-to Guide

How-to Guide

Session History

Session History

Tempo's Profile

Tempo's Profile

Troubleshooting

Troubleshooting

1
Home dashboard

Last session summary card, device status (battery + connection), and a prominent Start Session CTA. Everything a trainer needs at the start of a session without navigating anywhere.

2
Tempo's Progress

Week / Month / All Time toggle. Key stats: 84% avg success, 12 sessions, 7 jackpots, 184 total attempts, 3.5h total time. Success rate chart over seven days. Goal progress bars (Jump sends 88%, Contacts 72%). Recommended next exercise—Weave entries, not trained in 8 days.

3
Session history

Chronological log across all dogs—Tempo, Ember—with goal tag, duration, success %, and per-session outcome breakdown. The data layer trainers have always wanted but never had.

4
Settings & support

Device & App Settings covers treat sound, jackpot quantity, and remote button mapping. How-to and Troubleshooting tabs provide in-app guides—reducing support friction for first-time users.

Eight hours to a working proof of concept.

Building the physical prototype was the most technically demanding phase of the project. The team explored several 3D printing options—including full-scale prints using ABS and PETG—but ultimately decided on a scaled-down proof-of-concept model that would demonstrate the core mechanism without requiring the full production toolpath.

The Bambu Lab X1-Carbon was used for all printing, with components modelled in Maya and Blender across multiple iteration cycles. What followed was eight straight hours of work and experimentation—reprinting failed components, adjusting servo angles, troubleshooting BLE pairing, and refining the agitator geometry until the mechanism dispensed reliably across multiple treat types.

3D printing options evaluated

ABS and PETG tested; full-scale deprioritised in favour of a scaled-down proof-of-concept model to keep the build achievable within project constraints

Agitator geometry iteration

Multiple paddle designs printed and tested—angle, paddle count, and hopper cone angle all adjusted to achieve reliable gravity-assisted flow

Servo + Arduino integration

Ashley handled wiring and code; trigger timing was tuned to dispense exactly one treat per press without double-dispensing

BLE pairing achieved

Bluetooth Low Energy link established using phone as remote at this stage; latency tested across treat-dispensing scenarios

Working prototype—after 8 hours

Reliable single-treat dispensing, agitator mechanism functional across treat types, BLE remote trigger confirmed—proof of concept achieved

Both team members working at the build table — tools, soldering iron, breadboard, electronics

The eight-hour build session—both team members deep in electronics and assembly work

Electronics setup — breadboard, Arduino, battery pack, soldering iron, tools and Timbits

Electronics breadboard setup—Arduino, servo wiring, and essential fuel (Timbits, energy drink)

Team member drilling the CuePo base with a Ryobi drill

Drilling the 3D-printed base—assembling the physical housing components

Close-up of the 3D-printed agitator disc with yellow foam paddle arms

The agitator disc—3D-printed housing with yellow foam paddles that prevent treat jamming

Two team members examining the prototype cardboard device together

Team reviewing an early prototype iteration—checking mechanism and form factor

Final 3D-printed CuePo housing with agitator visible inside and wiring coming out the bottom

Final assembled unit—3D-printed housing, agitator seated, wiring in place. Proof of concept complete.

All CuePo prototype parts laid out — 3D-printed components, electronics, housing, and agitator

All prototype components—every 3D-printed part, electronic component, and housing piece that makes up the CuePo proof of concept

It actually works.

After eight hours of building, printing, and debugging—here's the CuePo prototype dispensing a treat on command via Bluetooth remote.

Proof of concept
achieved.

Jam-free dispensing validated—the agitator mechanism reliably delivered single treats across multiple treat types without clogging

The core technical stack proved viable: servo, Arduino, and Bluetooth Low Energy working together to trigger treat delivery on command

Remote ergonomics resolved through real user testing—five agility competitors confirmed the larger form factor before any CAD commitment was made

The app prototype covers all three core flows—onboarding, live session, and dashboard—giving trainers the data layer that has never existed in this category

Low-profile form factor designed and physically built—a scaled proof-of-concept that demonstrated stability and mechanism function in a single eight-hour build session

Every design decision is traceable to a research finding—this is a product shaped by the people who will actually use it, not by assumptions

What I'd carry
into the next project.

What Worked

Domain expertise as a design tool.

Because I understood training culture—the language, the failure modes, what a jam actually costs in a live session—the research moved faster and the insights were sharper. The 76% jamming statistic wasn't a surprise to me; what it did was give the team an unambiguous mandate to treat the anti-jam mechanism as the non-negotiable feature.

What Worked

Testing killed our assumptions.

The remote user testing produced a genuine surprise—the larger prototype won convincingly, despite our expectation that smaller would dominate. This was exactly the kind of finding that only emerges when you get out of the building and test with real people.

Challenge

Scoping the feature set.

The research surfaced a long list of real needs. The "must have / should have / nice to have" framework made prioritisation conversations more objective—but it took active effort to hold the line against feature creep.

Do Differently

Test earlier, more often.

Involving trainers in physical prototype feedback earlier—not just in the research phase, but as hands-on testers at cardboard stage—would have surfaced form-factor issues sooner. Next time, I'd define specific success metrics before building, not after.

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