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

tripp — interactive mixed reality gift design
>_ opening tripp.case>_ may – august 2025

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.

diagram of tripp's structure: sanctum inside tripp, giftbox inside sanctum, gifts inside the giftbox
>_ where gifts live: tripp → sanctum → giftbox → gift

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.

figjam board clustering brainstormed gift ideasfigjam board categorizing ideas against design principles
>_ brainstorming and clustering 25+ ideas in figjam

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.

validation criteria spreadsheet ranking gift concepts
>_ the validation criteria spreadsheet

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.

shapesxr prototype of a spatial puzzle concept in a bedroomshapesxr prototype of a marble simulator concept in a living roomshapesxr prototype of catching fireflies with a net
>_ three shapesxr prototypes — spatial puzzle, marble simulator, fireflies
>_ the fireflies concept, prototyped in shapesxr

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.

hand-drawn sketches of jar and firefly interaction schemes
>_ sketching interaction schemes for the jar and fireflies
figjam map of the gift's game flow and behaviors
>_ mapping the game flow

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

product requirements document — objectives and overviewproduct requirements document — design details and game flow checklist
>_ excerpts from the prd

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.

>_ building glowkeeper in unity

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, in the headset
fireflies streaming out of the open jarthe jar glowing as fireflies are collected back inside
>_ releasing the fireflies · collecting them back

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_