Nelson Zhen
Rootine

Project Brief

Project timeline

Mar - Jun 2025

Project Type

Academic Project

People

Designer

Nelson Zhen

Designer

Andy Nguyen

Designer

Hansen Marudai

My Contribution

UX Research

Prototyping

Interaction Design

3D Visualation

Reinventing the study space

University students are facing a "Technostress" crisis. The pressure to perform academically, combined with the addictive nature of smartphones, has led to a cycle of procrastination and sleep deprivation. Rootine is a physical-digital ecosystem installed in university libraries. It incentivises students to physically dock their phones during study sessions to earn digital rewards, growing a virtual garden that reflects their productivity and sleep care.

We conducted a triangulation of research to understand the "why" behind the sleep crisis, utilising 52 survey responses, 11 in-depth interviews, and online ethnography (Reddit/Discord).

1

Escapism over Rest: Smartphones are an instinctive coping mechanism for stress and boredom. Students use scrolling to "unwind," but it inadvertently delays sleep and increases anxiety.

2

The "Structure" Gap: Students lack external structures to regulate their day. Without fixed routines, academic responsibilities bleed into the night, displacing sleep.

3

Desire vs. Discipline: Students want to be productive and sleep better, but the immediate dopamine hit from the phone often outweighs the long-term benefits of sleep.

We didn't need to teach students how to sleep; we needed to create tangible friction that stopped the phone from hijacking their routine.

The Problem

University students are experiencing a sleep and productivity crisis. The accessibility of the smartphone negatively influences daily routines, causing students to undermine the value of sleep by seeking immediate digital rewards.

The Problem

How might we...

Reduce technostress by transforming the smartphone from a source of distraction into a tool for structured productivity and sleep hygiene?

The Solution

The Solution

Rootine (formerly "Bloom") is an ecosystem that gamifies focus. It moves the solution out of the app store and into the physical world.

The Design Process

The Brief

“To design interactive and engaging experiences related to care. The goal is to enhance experience and practice in care, meet unmet needs, or address a specific problem in care-related contexts, fostering holistic well-being for your targeted user group. Your final design solution must integrate digital, physical, and processual/spatial components, ensuring meaningful and interactive experiences rather than just providing a one-way digital information channel.”

We started with a broad range of concepts, filtering them through a decision matrix focused on Physicality, Sleep Quality, and Accessibility.

Initial Concept:
"The Garden”, a digital projection.

Decision Matrix

The "Scrutiny" Loop

We didn't just stop at the first good idea. We implemented a rigorous validation loop to ensure our concepts weren't just "fun," but actually solved the research problem.

Aligning with background research, diagram

The Pivot

We realised a digital-only solution couldn't solve a digital addiction. We needed materiality. We introduced the physical token dispenser to create a satisfying, tactile feedback loop that replaced the "scroll."

Iteration 1 (Bloom): A personal device for home use.

We built mid-fidelity prototypes using Lego to test the physical interaction, paired with a digital interface for the gamification layer.

Prototype bloom devices

We conducted usability testing with 8 users using a "Think Aloud" protocol and the System Usability Scale (SUS).

Friction Points: Users were confused by the dual-screen setup (Phone + iPad) in early versions.

Visual Hierarchy: "Customise" buttons were often missed, and users expected a more familiar "Shop" interface for spending tokens.

Refinement: We simplified the user flow, clarified the connection between the physical token and the digital reward, and added a "Bedside Dock" companion app to bridge the gap between study habits and sleep hygiene at home.

Iteration 2 (Rootine): Shifted to a public library installation.

Why? User testing revealed that a personal device at home was easily ignored. Placing it in a library leveraged the "study mindset" and social accountability.

Public library 'rootine' installation

The Impact

Participants resonated deeply with the concept, noting that the visual progression of the garden provided the external motivation they had been lacking.

Key Outcomes

1

Behaviour Change: Users reported that the physical act of "docking" the phone served as a powerful mental switch, shifting their focus from distraction to concentration.

2

Reduced Anxiety: By offloading the responsibility of self-control to the device, users felt less "Technostress."

System Usability Scale

0 Score

Reflection

The biggest learning curve was understanding that gamification alone isn't enough. The solution required a physical component to break the compulsion loop. If I were to continue this project, I would explore long-term retention strategies, such as streak systems or collaborative "community gardens" to prevent the novelty effect from wearing off.

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