Building Real Connections in a Remote Workplace
Client
Thrillworks
Role
UX Designer
Researcher
Team
Ruixin Dai
Liz Li
Ruizhe Wang
Qi Wang
Yiding Li
Overview
PawPals is a gamified Microsoft Teams plugin designed to spark spontaneous, meaningful connections in remote workplaces.
Created in response to a challenge from Thrillworks, the project tackles the loneliness and social disconnect of remote work by giving employees shared digital pets to care for and interact with.
Built through collaborative research, testing, and prototyping, PawPals reimagines “water cooler chats” as playful, pressure-free interactions that help build trust and team culture — one virtual paw at a time.
Time Line
4-month sprint (Jan - April 2024)
"Peer relationship building: Foster social engagement and informal connections at work (i.e. water cooler chats), these are not performance based rather methods of building company culture while working remotely."
— A Design Chanllange from
Our Team
Discover
In remote work environments, informal workplace interactions play a crucial role in building company culture and fostering connections among employees. But not everyone can access them equally. Employees with social anxiety or lower confidence often miss out, leading to reduced connection, self-expression, and belonging. We aimed to design a more inclusive way to foster casual, meaningful interaction online.
Primary Research: Se-mi Structure Interviews
During the interviews, participants from various industries will provide feedback individually, allowing our team to gather both qualitative and quantitative insights to support our analysis.
Interview Insights
Secondary Research: Competitors
Spontaneously Used Methods
Collaborative Games (Ice-breaker)
Remote Collaborative Products
Market Opportunity
The demand for tools that strengthen remote team culture is rapidly growing:
Define
Entry Point: What makes people feel genuinely connected in remote spaces?
We identified 4 key factors for building online relationships:
There’s a similar scenario that answers this question: multiplayer online games. In games, people work together toward common goals, meet compatible teammates, freely show their self-expression, and build trust by being their authentic self — all while having fun.
We wanted to bring this same feeling into remote work. Thus we take gamification as our mean metodology.
Solution
Our product promotes to Embrace Flow and Good Hard Work to provide an effective safe space for self-expression in order to promote health personal connections and well-being.
Since many companies already use Microsoft Teams for daily work, we chose to build our service as a Teams plugin to fit naturally into employees’ existing workflow.
During ideation, we mapped each idea based on impact (How well does it solve user pain points) and effort (How complex is it to build, integrate, and adopt in real workplaces).
After discussion, we finally decided to expand the possibilities of virtual pet space.
Personas
Develop
Key Features
🐱 Pet Module
💬 Social & Communication Module
🏠 Scene Module
🏆 Points & Rewards System
User Flow
Testing and Feedback
How It Works:
Key Insights
Deliver
Final Prototype
We chose Teams as the application platform for building the Pawpals plugin prototype, as it is one of the most commonly used remote work platforms, offers a rich library of plugins, and allows plugins to be built on the web within the platform.
After entering the plugin, users need to select their department or team to enter the pet activity room they belong to.
We hope to make it easier for users to express themselves within the work community. We offer a variety of choices for the body, ears, tail, and eyes. Users can try various bizarre combinations when creating pets, which could be very unique even like a puppy with a fish tail.
Before creating a pet, users can preview the pets currently owned by the team to understand how their team members express themselves.
All interactions between users and pets will appear in the chat box. Communication between users will become more gentle through the mediation of pets.
The pet activity room is the main area of activity for users. Not only can users interact with any pet, but they can also communicate and chat with team members.
It's another form of "water cooler" space, but through pet interactions, people have a common goal to engage with.
The chat box will include all the features it should have, such as sending emojis, voice or video calls, background music playback, and so on.
Pets can have a wide variety of interactions. Users can train their own pets, or help take care of someone else's pet. Selecting a pet will bring up a status panel, where users can see basic information and the status of the pet, as well as the avatar of the user who has currently selected that pet.
Users can make changes to their pets on the pet profile page. This section will also display the achievement trophies completed by the pet.
Users can earn token points by completing tasks or achieving milestones during interactions with pets. In the points redeem store, these points can be exchanged for a variety of items, including furniture and space decorations.
Asynchronous communication distinguishes internet interactions from face-to-face conversations. This can be leveraged in informal remote work communications.
The pet events section will record events that happen in the pet room. This could be interactions others have made with the user's own pets or random public events.
Daily tasks keep the experience fresh for users, encouraging them to participate in pet interactions, interact with other people's pets, and earn exchangeable tokens in the process.
Each pet activity room comes with a note board where anyone can leave sticky notes. Users can ask other team members to take care of their pets, record events with pets, and interact with visitors from other departments. (If users visit another department's pet room, they can also leave messages on their note board.)
Pawpals can facilitate cross-departmental communication. Users can browse and select from a building floor plan, taking their pets to visit other departments' pet rooms, allowing for interesting interactions between pets (and peers).
Cross-department communication can also be unintentional and casual. All pets have the need to go outside. Just like walking a dog, you need to take your pet out for walks from time to time, chatting with peers who happen to be walking their pets in outdoor scenes.
Users can also walk their colleagues' pets for them. In this scenario, users can select all the pets they want to take out.
Accessibility Goals
Next Step...
Reflection
PawPals was more than just a playful concept — it was a meaningful exploration into how design can make remote work feel more human. Through research, collaboration, and continuous iteration, we discovered that small, gentle interactions can help people feel seen, connected, and included — even when separated by screens.
By combining gamification, indirect interaction, and personalization, we created a solution that lowers social anxiety, encourages authentic connection, and builds team culture in a way that feels natural, not forced. This project also challenged us to balance creativity and practicality, constantly grounding our ideas in real user needs and business feasibility.
This project reminded me that strong collaboration is just as critical as strong ideas. Throughout the process, our team navigated different perspectives and shifting scopes, but by actively listening, staying flexible, and continually aligning around user needs, we were able to transform challenges into clear, focused decisions. The experience strengthened my ability to work through ambiguity, balance diverse input, and contribute to a solution we were all proud to deliver.
For me personally, PawPals strengthened my skills in research-driven design, accessibility thinking, and cross-functional collaboration — all while reminding me that even serious problems can be solved with a little playfulness.