Designing trust when GPS accuracy is unreliable

Mapping technology constraints to user mental models

Problem

Most pet geo-fencing apps assume ideal conditions — but real users spend most of their time indoors, in courtyards, parks, or wooded areas — where accuracy degrades. When this happens, interfaces continue to behave as if data were precise, creating false alarms, anxiety, and loss of trust.

Project goal

To design a system that's honest about its own limitations, so users can trust it even when it's wrong.

Transforming complexity into Product Vision

Research on what users exeprience

  • Interviews with dog owners to find out how people think and act during stressful events (e.g. losing a pet); what they expect the system to do when something goes wrong. Key users groups. Personas. Empathy and journey mapping.

  • Learning how GPS signal quality works depending on context (indoors, trees, buildings, sky visibility) and how it causes mismatch between users' mental models and reality.

  • Inventory of pain points as experienced by users of existing products.

Research synthesis

Most situations fall under these three scenarios (see below matrix):

  • Pet indoors / courtyard (poor GPS)

  • Pet outdoors with obstructed sky view

  • Real escape events requiring action.

Defining the expected user experience

  • Defined the user story solving each pain point (persona, context, behaviour, need, action).

  • Drew flowchart logic of the interaction design based on each user story.

  • Illustrating the visions for each scenario.

Building & testing the prototype

Key findings

  • Users did not want technical explanations.

  • Users expected the system to learn and stop repeating false alarms.

  • Trust increased when uncertainty was acknowledged instead of hidden.

Each iteration reduced friction, clarified intent, and simplified decision paths.



UI

Learning points

  • Good interaction design aligns mental models with real-world constraints.

  • Users don’t need explanations — they need clarity.

  • Usability testing needs measurable goals.

Design process

Full research notes, synthesis artifacts, and iteration history [View as PDF]

© 2026 Marius Grigore