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.

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.

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.

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.

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.

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.

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.

// Outcomes
25+
Concepts evaluated
3
ShapesXR prototypes built
4
Retention KPIs defined