Consumer Robotics / Petronics
Mousr
A self-righting cat robot designed around the chase, capture, and recovery that make play feel alive.
Mousr is a small autonomous robot built around one specific interaction: a cat stalks, pounces, catches, and expects the prey to react. The product had to make that loop believable while surviving rugs, furniture, impact, and repeated capture.
The complete experience combined a self-righting body, protected wheels, sensing, interchangeable tails, autonomous play modes, a charging home, and direct mobile control. The app started play, but the robot's behavior was the product.
As a founding product designer at Petronics, I worked across field research, product vision, industrial design, interface design, prototyping, and behavior logic as Mousr moved toward a consumer product.

01 / the play loop
Make the robot feel like prey.
Mousr supported two kinds of play. An owner could drive it for a shared game, or start an autonomous mode and let the robot respond to the cat. Both modes used the same physical vocabulary: entice, escape, get caught, recover, and begin again.
That made the project larger than a shell or an app. Mechanics, sensing, behavior, tails, charging, and controls all had to preserve the same idea of responsive prey.
- 01Entice
- 02Stalk
- 03Pounce
- 04Recover
- 05Repeat


The app started a session. The physical behavior earned the cat's attention.
02 / in the home
The useful observations happened on the floor.
Traditional cat toys depend on a human repeating the same gesture. Remote-control toys add movement, but the owner becomes a joystick operator. Autonomous toys often move randomly and lose the cat once their pattern becomes predictable.
At-home testing kept the focus on approach, stalking, pouncing, pinning, and losing interest. The meaningful unit was not speed. It was the sequence between stimulus and response. The cat needed to feel that Mousr noticed the chase and changed tactics.





The product was not a small car for a cat. It was a behavior system with wheels.
03 / form and mechanics
Every surface had to survive being caught.
The wide-wheel architecture gave the robot traction, protected the body, and created a path to self-right after a pounce. The front wedge helped it move through soft obstacles instead of stopping at every rug edge.
I explored body proportions, wheel exposure, tail sockets, and the mouse-hole charging dock together. The final silhouette stayed low enough to feel chaseable, but substantial enough to communicate durability and direction.



04 / behavior system
Movement needed intention, not randomness.
The system combined vision, proximity awareness, wheel feedback, and an interchangeable tail. Those inputs were translated into recognizable play states: wander, notice, approach, evade, recover, and rest.
The behavior alternated between confidence and hesitation. Continuous high-speed movement looked mechanical. Brief pauses, directional feints, and escape after contact made the same motors feel more alive.


A believable robot does not move all the time. It moves at the right time.
05 / designed to recover
Getting caught could not end the session.
A cat will flip the robot, pin the tail, push it under furniture, and lose interest while the owner resets it. Recovery therefore belonged in the core interaction, not in troubleshooting.
The wheel and body geometry supported self-righting. The tail was replaceable at its highest-wear connection. The charging dock made storage and readiness visible rather than pretending the robot could always find its own way home.

The robot needed to survive capture without making the owner rebuild the experience.
06 / interaction system
The app supported play without taking it over.
The app supported two jobs. Direct control let an owner play with their cat. Auto mode let the robot adapt on its own. Both needed to expose battery, connection, tail type, play style, and recovery without turning the experience into a robotics dashboard.
I used a playful visual system for immediate controls, then simplified setup and device states into plain language. Driving remained tactile and directional. Automation was expressed as behavior choices rather than technical parameters.


07 / shipped and learned
The consumer product made the system real.
Mousr reached the consumer market in 2018. External launch coverage and reviews documented the same connected system that had shaped the work: direct control, interchangeable tails, self-righting, charging, and the reality that a cat ultimately decides whether to play.
That launch clarified a useful boundary. A mobile robot can earn attention through movement, but a different category of home robot needs a different reason to be present.

The lasting design was a loop between movement, behavior, recovery, control, and return.
08 / later home concept
A 360 degree camera changed the product question.
This is a later design exploration, not a feature of the 2018 Mousr consumer product. It asks how a mobile platform could move from playful pet interaction toward home awareness.
The new object had to make observation, privacy, control, and a clearer value exchange visible before it could earn a place in a home.



09 / a new trust model
The system had to explain what it saw.
Moving from play to home awareness makes the interaction model more demanding. A camera, mobile device, and app cannot rely on novelty. They need legible states, bounded controls, and a clear account of what is being detected.
The concept therefore expanded beyond form into a 360 degree view, event review, remote control, and a mobile timeline.


