PlantAR
2024, Mixed Reality Installation
An exploration of the links between self-care and plant-care in a novel setting.
The technology that is often linked to keeping children away from nature, can be reimagined to make them reconnect with it.
Recognition → Winner, MIT Reality Hackathon 2024 (Hardware Track)
Role → Creative Direction and Serial Communication
Press → Better Worlds
Collaborators → Helena Su, Skylar Wang, Daniel Rojas Roa, Akeemi Martinez
[what] How might we help kids understand caregiving and empathy while forging a connection with nature?
[how] Inspired by the endless curiosity of a child, we built them not one but two realities that mimic caregiving for house plants.
[who] This interaction is meant for school kids over the age of 12, their classmates, and family members.
[why] Expressing compassion for other living beings positively impacts personal wellbeing.
A base model served as the anchor between the physical and virtual worlds as you move through 3 main actions.
Ideation
I mapped out 3 core considerations for the product before leading into production—Function, Form, Possibility.
User Flow 001
The initial storyboard focused on the narrative for 1 of 3 main interactions—watering the plant.
Prototyping
A look-and-feel prototype revealed the scale at which the base model would be most effective. While the 3D-printed vase made it to the final prototype, the flower went through a few iterations to integrate sensors and actuators seamlessly.
Material Explorations
Initial 3D-printed ABS and PLA plastics were either too thick or lacked flexibility to be affected by the pulling force of the servo motors acting from below the base. Increasing the tension on the strings connecting new, individually-cut suede petals worked because of the taller column.
Challenges with speech, sound, accessibility.
In the first test phases, varied accents created a barrier for the mood and tone-detection API that affected whether the light turns on or off.
Playtesting Insights and Refinements
As the hypothesis suggested, it was evident that kids were very curious about the hybrid setup.
The act of complimenting the plant to give it sunlight was a delightful interaction. To complete that narrative arc, an interaction was added emphasizing the downsides of being negative.
Updated User Flow
I created an instruction set for the product to be used autonomously within its intended classroom setting. This allows the PlantAR toolkit to exist independent of its creators.