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TRIPP Inc.

Glowkeeper

A room-scale mixed reality gift for TRIPP's wellness platform

Role

Product Design Intern

Timeline

May – Aug 2025

Team

Trung Nguyen, Zach Krausnick, Cody Char, Daniel Kharlas, Matthew Bracks

Tools

Figma, ShapesXR, Unity, Blender

Solution

An embodied MR gift — users open a jar, release fireflies into their physical space, and recollect them by moving through the room.

  • Non-competitive design: no scores, no timers, no failure states — aligns with TRIPP's therapeutic positioning
  • Gesture-driven mechanics map to familiar interaction schemas (opening, releasing, catching) — zero learning curve
  • Room-scale movement creates genuine physical engagement, leveraging the defining affordance of MR
  • Designed to lift DAU/MAU ratios, sessions per week, and repeat-play rate

TRIPP is a mixed reality wellness platform designed for meditation, mindfulness, and mental recovery. As a Product Design Intern, I led the full design and development cycle for Glowkeeper — an interactive MR gift experience that increases daily active use by giving users something physical and wonder-driven to return to.

Glowkeeper — fireflies released into physical space
Glowkeeper — fireflies released into physical space

The problem

Within TRIPP's Sanctum — the platform's core MR wellness space — virtual gifts were passive and decorative. Users received them, glanced at them, and moved on. The gifts did nothing to leverage mixed reality's defining affordance: the user's body moving through physical space. The challenge was to design a gift experience that felt meaningful, encouraged repeat visits, and used room-scale interaction — all without introducing competitive pressure or anxiety into a therapeutic environment. Retention was the business goal; wonder was the design goal.

TRIPP platform architecture: Sanctum → Giftbox → Gift
TRIPP platform architecture: Sanctum → Giftbox → Gift

Design constraints

Three constraints shaped every decision:

  • 01Brand fit — the experience had to align with TRIPP's calming, wonder-focused identity. No timers, no scores, no failure states.
  • 02Engineering scope — I would build this solo in Unity. Complexity needed to stay manageable.
  • 03Measurable retention impact — success defined by DAU/MAU lift, sessions per user per week, repeat-play rate, and gift completion rate.
User research: what helps people concentrate — FigJam brainstorm session
User research: what helps people concentrate — FigJam brainstorm session

Ideation & concept selection

I led a Figma brainstorming session with the team, generating over 25 concepts. We clustered them thematically, then scored each against five criteria: retention lift potential, engineering effort, virality, replayability, and physical embodiment. Three concepts advanced to prototyping in ShapesXR: a spatial puzzle, a marble gravity simulator, and a firefly collection experience. The firefly concept — Glowkeeper — scored highest on brand alignment and physical embodiment, and lowest on engineering complexity.

Concept scoring matrix — Fireflies ranked highest across all five criteria
Concept scoring matrix — Fireflies ranked highest across all five criteria

The core mechanic

Glowkeeper is a jar full of glowing fireflies. Users open it, watch the fireflies scatter into their physical space, then collect them back by moving the jar through the room. The mechanic was chosen deliberately. Opening, releasing, and recollecting map to existing physical interaction schemas — so users understand the interaction instinctively without instruction. The spatial component (moving the jar through real space to catch fireflies) creates genuine physical engagement without competition. The experience ends when the jar is full again, providing natural closure without a failure state. This design is grounded in self-determination theory: it supports autonomy (users move freely), competence (collection succeeds eventually for everyone), and relatedness (the gift is shareable). All three needs support intrinsic motivation and repeat engagement.

Original concept sketch — firefly jar mechanic and interaction logic
Original concept sketch — firefly jar mechanic and interaction logic

PRD & implementation

I wrote a full Product Requirements Document covering user stories, interaction flows, and the retention metrics we'd track. In the second half of the internship I learned Unity and built Blender assets for the firefly models and jar, iterating on gesture mechanics — specifically the threshold for 'catching' a firefly — based on team playtest feedback.

Fireflies Product Requirements Document — objectives, goals, and summary
Fireflies Product Requirements Document — objectives, goals, and summary

In the headset

The final experience runs in TRIPP's Sanctum MR space. Users receive the Glowkeeper jar from their Giftbox, lift the lid to release the fireflies into their room, then collect them back by moving the jar through their physical space. The jar glows brighter as it fills, becoming a persistent ambient lantern once complete. The gestures — lifting a lid, catching something floating nearby — feel intuitive because they map to physical memory. No tutorial needed.

In-headset view — jar collects fireflies in the user's physical space
In-headset view — jar collects fireflies in the user's physical space

// Outcomes

25+

Concepts evaluated

3

ShapesXR prototypes built

4

Retention KPIs defined