tripp
envisioned, prototyped, and developed an interactive mixed reality experience to increase user retention
timeline
may – august 2025
role
product design intern
collaborators
trung nguyen
zach krausnick
cody char
daniel kharlas
matthew bracks
tools/skills
ux research
xr development
prototyping
interaction design

context();
TRIPP is an award-winning company that is transforming how users experience mindfulness and emotional balance through extended reality (XR). TRIPP is a VR app available on various platforms including Meta Quest, Apple Vision Pro, Android XR, and more. Within the app is a mixed reality (MR) personal wellness space called Sanctum, where users can place virtual gifts they have earned by interacting with the app regularly in their physical space.

problem();
Most existing gifts are relatively static and decorative, and don't leverage physical movement or room-scale interactivity. Because of this, the gifts don't create compelling reasons for users to engage.
The 'why': we need a gift that offers an interactive experience that invites daily return visits.
goals.md;
- Improve session frequency and average time spent in Sanctum
- Encourage mindful movement between meditation sessions and utilize full-room scope
- Continue to embody the principles of SPARCS, which encourage interactivity and whimsy
We prioritized concepts against five criteria: expected impact (retention lift), effort (a 2-month build and its engineering complexity), virality (social shareability and word-of-mouth), replayability (fresh daily patterns or modes), and physicality (meaningful movement in your real space).
Success would be tracked through DAU/MAU ratios for Sanctum, sessions per user per week, repeat-play rates, minutes spent in the new gift, and gift completion rate.
process();
I led Figma brainstorming sessions to rapidly generate ideas for an interactive MR Sanctum gift. I clustered based on relevance and similarity, then categorized based on the design principles we outlined above.


Then, I used a validation criteria spreadsheet to rank over 25 ideas based on the set requirements and narrowed down to the top three ideas.

I came up with three product concepts and developed prototypes for each using ShapesXR. Each concept was vastly different, from complex spatial puzzles to marble simulators to a whimsical experience catching fireflies.



We narrowed it down to the fireflies concept after presenting to the company, based on its strong connection to TRIPP's branding, low engineering effort, and emphasis on movement.
Once the concept was finalized, I implemented feedback from the team to brainstorm new interaction schemes on how users would interact with the virtual fireflies in the room and the jar that holds them.


I then drafted a product requirements document for the gift, outlining the user stories, design details, game flow, behaviors, interactions, data collection, and more.


I spent the second half of my internship learning Unity with other colleagues and creating assets in Blender for the game. The prototyping process required many iterations with feedback.
solution();
The end result is the Sanctum gift, the Glowkeeper (formerly known as Fireflies). Glowkeeper is a simple yet enchanting gift consisting of a jar full of glowing fireflies. With a small gesture, the user can open the jar and release them into their space. Suddenly, the user's room is filled with radiant fireflies drifting gently through the air. The user can then lift the jar and move it around their space to collect the fireflies back inside.


Glowkeeper isn't about “winning” or “losing.” Instead, it's about slowing down, noticing your body, and experiencing wonder. Each interaction becomes an invitation to breathe, stretch, and let yourself play.
>_ end of tripp.case_