Sense Stone: A tactile AI companion for mindful breathing

Project Type

MSc Concept

Duration

6 weeks

Tools Used

Figma | Nim.Video | PS

Inspired by 'SENSESCAPING' (Trendwatching), Terra by Modem and AI Mindful Tools by Morrama: all part of a shift away from screen-based wellness to embodied, responsive experiences.

Overview

Sense Stone explores AI and Gen Z wellbeing through touch and low screen use. Informed by primary research, secondary sources and cultural trend analysis, it responds to a clear gap: young people want to be more mindful. but rarely act on that intention. Apps get downloaded, then abandoned.


The system pairs a conversational AI app with a small tactile device. After a brief check-in, the AI selects a breathing exercise based on how the user is feeling - delivered through haptic rhythm and slow physical expansion. Once the session starts, the screen disappear, easing users away from the addictive, stress-inducing pull of their phones and help them build lasting emotional regulation habits.

UX PROBLEM

Gen Z want to support their mental and physical health through mindfulness, but struggle to follow through. Existing apps demand the same focused screen attention they're designed to relieve.

DESIGN STRATEGY

Shift the interaction modality from visual to somatic and responsive.

FRAMEWORK

Based on ISO 9241-210, the project follows a human-centred design process: understand context → define requirements → design → test → iterate.

TARGET AUDIENCE

Gen Z (14–28) individuals interested in improving wellbeing, including those managing anxiety, who value AI-supported guidance that feels trustworthy, simple, and non-intrusive

Sense Stone: A tactile companion for mindful breathing

Project Type

MSc Concept

Duration

2 months

Tools Used

Figma | Nim.Video | PS

Overview

Sense Stone explores AI and Gen Z wellbeing through touch and low screen use. Informed by primary research, secondary sources and cultural trend analysis, it responds to a clear gap: young people want to be more mindful. but rarely act on that intention. Apps get downloaded, then abandoned.


The system pairs a conversational AI app with a small tactile device. After a brief check-in, the AI selects a breathing exercise based on how the user is feeling - delivered through haptic rhythm and slow physical expansion. Once the session starts, the screen disappear, easing users away from the addictive, stress-inducing pull of their phones and help them build lasting emotional regulation habits.


Inspired by 'SENSESCAPING' (Trendwatching), Terra by Modem and AI Mindful Tools by Morrama: all part of a shift away from screen-based wellness to embodied, responsive experiences.

DESIGN STRATEGY

Shift the interaction modality from visual to somatic and responsive.

UX PROBLEM

Gen Z want to support their mental and physical health through mindfulness, but struggle to follow through. Existing apps demand the same focused screen attention they're designed to relieve.

FRAMEWORK

Based on ISO 9241-210, the project follows a human-centred design process: understand context → define requirements → design → test → iterate.

TARGET AUDIENCE

Gen Z (14–28) individuals interested in improving wellbeing, including those managing anxiety, who value AI-supported guidance that feels trustworthy, simple, and non-intrusive.

Sense Stone: A tactile companion for mindful breathing

Overview

Sense Stone explores AI and Gen Z wellbeing through touch and low screen use. Informed by primary research, secondary sources and cultural trend analysis, it responds to a clear gap: young people want to be more mindful. but rarely act on that intention. Apps get downloaded, then abandoned.


The system pairs a conversational AI app with a small tactile device. After a brief check-in, the AI selects a breathing exercise based on how the user is feeling - delivered through haptic rhythm and slow physical expansion. Once the session starts, the screen disappear, easing users away from the addictive, stress-inducing pull of their phones and help them build lasting emotional regulation habits.


Inspired by 'SENSESCAPING' (Trendwatching), Terra by Modem and AI Mindful Tools by Morrama: all part of a shift away from screen-based wellness to embodied, responsive experiences.

Project Type

MSc Concept

Duration

2 months

Tools Used

Figma | Nim.Video

DESIGN STRATEGY

Shift the interaction modality from visual to somatic and responsive.

UX PROBLEM

Gen Z want to support their mental and physical health through mindfulness, but struggle to follow through. Existing apps demand the same focused screen attention they're designed to relieve.

FRAMEWORK

Based on ISO 9241-210, the project follows a human-centred design process: understand context → define requirements → design → test → iterate.

TARGET AUDIENCE

Gen Z (14–28) individuals interested in improving wellbeing, including those managing anxiety, who value AI-supported guidance that feels trustworthy, simple, and non-intrusive.

Phase 1: Context of Use

Phase 1: Context of Use

Research (secondary + primary) explored user behaviour, environments, and existing solutions to define needs, pain points, and the core UX problem.

  • 1 in 3 adults aged 18–24 in the UK, experience anxiety or depression — now the most affected age group.

Rising Anxiety Levels in Young Adults, UK

  • 1 in 3 adults aged 18–24 experience anxiety or depression — now the most affected age group.

  • 1 in 3 adults aged 18–24 experience anxiety or depression — now the most affected age group.

    -The Resolution Foundation, 2024

-The Resolution Foundation, 2024

-The Resolution Foundation, 2024

Rising Anxiety Levels in Young Adults

Survey User Insights (n=30)

Survey User Insights (n=30)

Survey User Insights (n=30)

To ground the design in real behaviour, 30 participants aged 16-27 completed a survey covering digital dependence, mindfulness attitudes, and openness to AI in health contexts.

Digital Dependence

88% use phones for recreational use >2hrs/day (yet 75% want to cut back)

88% use phones for recreational use >2hrs/day (yet 75% want to cut back)

Insight → Design for low cognitive load

Barriers to Mindfulness

39% Digital Distractions
30% Lack of Time

39% Digital Distractions
30% Lack of Time

Insight → Design for low cognitive load

The AI Opportunity

Majority of participants trust AI (but concerns over safety and trust remain)

Majority of participants trust AI (but concerns over safety and trust remain)

Insight → Design for low cognitive load

(Example) Archetype: The Overwhelmed Student

(Example) Archetype: The Overwhelmed Student

User Archetype: The Overwhelmed Student

The Daily Struggle:
  • The ‘Doom-Scroll’ Cycle: Uses phone for procrastination.

The Digital Trap:
  • Reliance on phones for everything...alarms, calendar etc. makes ‘digital detoxing’ hard.

The Tactile Gap:

  • A grounding tool that can be used discreetly ‘under the desk’ or in a library.

  • AI that proactively predicts stress moments.

Success Defined:

  • Shifting from ‘reactionary stress’ to ‘proactive focus’ in under 60 seconds.

  • Gaining a sense of agency over their mental state away from the screen.

The Tactile Gap:
  • A grounding tool that can be used discreetly ‘under the desk’ or in a library.

Success Defined:
  • Shifting from ‘reactionary stress’ to ‘proactive focus’ in under 60 seconds.

The Tactile Gap:
  • A grounding tool that can be used discreetly ‘under the desk’ or in a library.

  • AI that proactively predicts stress moments.

Success Defined:
  • Shifting from ‘reactionary stress’ to ‘proactive focus’ in under 60 seconds.

  • Gaining a sense of agency over their mental state away from the screen.

Insight → Distraction is built more accessible than regulation. Apps compete for attention, while tools for managing stress don't. Users aren't failing to self-regulate; they're responding to systems designed to pull them elsewhere. Solutions must direct their attention away from distraction, and guide them towards what they need in that moment.

Competitor Analysis

Competitor Analysis

No solution currently combines a physical device with real-time conversational AI to guide breathing- adapting to users' emotions and supporting regulation.

Click here

Competitors

Sense Stone

Software (Indirect Competitors)

AI Integration?

Tactile-led Guidance?

Click here

Others

Sense Stone

AI?

AI?

Tactile-led?

Supporting Research

Supporting Research

Supporting Research

Regulated Breathing Benefits:

Research suggests regulated breathing reduces stress and improves physiological calm via parasympathetic activation.

Regulated Breathing Benefits:

Research suggests regulated breathing reduces stress and improves physiological calm via parasympathetic activation.

Tactile Practices:

Hand-held objects (e.g., worry beads, stress balls) have been used for grounding, showing multi-sensory approaches support emotional regulation.

Smartphones & Mental Health:

Recreational screen time over 2 hours daily has been linked to declining mental health in young adults.

Tactile Practices:

Hand-held objects (e.g., worry beads, stress balls) have been used for grounding, showing multi-sensory approaches support emotional regulation.

Smartphones & Mental Health:

Recreational screen time over 2 hours daily has been linked to declining mental health in young adults.

Phase 2: System Requirements

Phase 2: System Requirements

System requirements defined ethical, usability, and functional criteria to ensure the product meets user needs, supports accessibility, and aligns with responsible design principles.

Human-Centred AI:

  • Real-time Adaptivity: AI processes mood, environment, time etc. to tailor breathing loops.

  • Scientific Foundation: Built on CBT & therapeutic breathing data.

  • Distraction-Free: Minimalist UI focused on recovery, not scrolling.

Ethics & Trust:

  • Privacy First: Sensitive emotional data is encrypted and transparent.

  • Human-at-the-Wheel Approach: AI guides, but the user controls.

  • Bias Mitigation: Regular audits to ensure equitable care for all.

Inclusive Design:

  • Haptic Language: Different vibrations for 'Confirm' vs. 'Warning.'

  • Adjustable Intensity: Haptic strength settings for sensory needs.

  • WCAG 2.2 Ready: Perceivable, Operable, and Understandable design.

Human-Centred AI

  • Real-time Adaptivity: AI processes mood, environment, time etc. to tailor breathing loops.

  • Scientific Foundation: Built on CBT & therapeutic breathing data.

  • Distraction-Free: Minimalist UI focused on recovery, not scrolling.

Ethics & Trust

  • Privacy First: Sensitive emotional data is encrypted and transparent.

  • Human-at-the-Wheel Approach: AI guides, but the user controls.

  • Bias Mitigation: Regular audits to ensure equitable care for all.

Inclusive Design

  • Haptic Language: Different vibrations for 'Confirm' vs. 'Warning.'

  • Adjustable Intensity: Haptic strength settings for sensory needs.

  • WCAG 2.2 Ready: Perceivable, Operable, and Understandable design.

Phase 2: System Requirements

System requirements defined ethical, usability, and functional criteria to ensure the product meets user needs, supports accessibility, and aligns with responsible design principles.

Phase 3: Design Solutions

Phase 3: Design Solutions

Phase 3: Design Solutions

Design solutions established the brand experience and system workflow, translating requirements into technical approaches, app interactions, and hardware prototypes.

Moodboarding

Moodboarding

Two reference clusters shaped Sense Stone's design direction - the form & feel of the product, and examples of "Sensescaping" experiences.

Form & Feel

Form & Feel

Cree + Clay Worry Stones

Cree + Clay Worry Stones

Studio Ghibli Calming Asethetics

Studio Ghibli Calming Asethetics

Tuma Store

Tuma Store

Tuma Store

Stacking Stones

"Sensescaping" Experiences

"Sensescaping" Experiences

TERRA: AI Walking Companion

TERRA:

AI Walking Companion

Lungy's Breathing App

Deeen X ASUS

Zenbook's exhibition 2024

Deeen X ASUS Zenbook's

exhibition

Tamagotchi

Branding

Branding

Branding decisions were rooted in the mood boards and earlier research insights, shaping a visual identity that feels fresh, calm and approachable.

#FFFFFF

#FFFFFF

#302D2E

#302D2E

#FFC76C

#FFC76C

#F3DCD6

#F3DCD6

#9DB88D

#9DB88D

#F5896D

#F5896D

Branding

Branding decisions were rooted in the mood boards and earlier research insights, shaping a visual identity that feels fresh, calm and approachable.

#302D2E

#FFFFFF

#FFC76C

#F3DCD6

#9DB88D

#F5896D

Inter

regular/semibold

Inter

regular/semibold

Inter

regular

semibold

Aa

Aa

Behind the Logo

Behind the Logo

Form:

Circles and semicircles sized to the golden ratio.

Balance:

Proportions that feel natural rather than designed.

Inspiration:

The duality of yin and yang: expansion and release.

Sense Stone: System Workflow

Sense Stone: System Workflow

Sense Stone is built so that the heaviest interaction happens before the session. so none is required during it. The user describes how they feel, the AI responds with a tailored plan, and from that point the phone steps back entirely, and the device takes over.

Step 1: User Input via App

Step 1: User Input via App

I have a pitch in 10 minutes and feel anxious. Create a 5 minute breathing plan to calm me down

09:50

[Emotional tone and content extracted from user input and matched to exercise library]

[Emotional tone and content extracted from user input and matched to exercise library]

Step 2: The Personalised Plan via App

Step 2: The Personalised Plan via App

The AI responds with a specific, named breathing technique and a brief rationale.

09:50

Anxiety before a pitch is your body preparing. Here's a 5-minute plan to work with it, not against it: starting with a physiological sigh to reset your nervous system.

Physiological Sigh

Physiological Sigh

Pre-performance

Pre-performance

(5 mins)

(5 mins)

[Exercise data sent to device via Bluetooth Low Energy]

[Exercise data sent to device via Bluetooth Low Energy]

Step 3: Screen-Free Regulation via Device

Step 3: Screen-Free Regulation via Device

The phone enters Focus Mode automatically. The device takes over- guiding each breath through haptic rhythm and slow physical expansion. No screen required.


/ tactile device
/haptic cues
/expanding
/retracting

/ tactile
/haptic cues
/expanding
/retracting

[Adaptive Learning System]

[Adaptive Learning System]

{The AI continuously learns and improves from user feedback}

Step 4: The Feedback Loop via App

Step 4: The Feedback Loop via App

A single post-session question feeds back into the system. Over time, session data, completion rate, time of day, input language builds a preference model that quietly improves future recommendations.

How do you feel now?

App User Flow

App User Flow

The app uses a minimalist, screen-light design with optional account creation and error-proof pairing to minimise friction. The MVP flow (in colour) prioritises core uses including device connectivity. Paths in grey map future iterations designed for long-term retention, including a Library for saving exercises, a Profile for mood logging, and Settings for adjusting haptic strength.

Onboarding

Onboarding

Onboarding lets users grasp how Sense Stone works, provides transparency on AI data use, and guides them to create an account.

Onboarding
/Welcome Screens
/Sense Stone AI
/Create Account (optional)

Onboarding
/Welcome Screens
/Sense Stone AI
/Create Account (optional)

Limitations
/Transparency
/External Support

Conversational AI Chat

Conversational AI Chat

The chat interface is clean and intuitive, allowing users to share their feelings in natural language. The AI responds with personalised, situation-specific breathing suggestions.

Device Visualisation

Device Visualisation

This AI concept render shows an early representation of the Sense Stone device highlighting its discreet form and overall design direction.

Material

/Textured

/Matte

/Recycled ABS



Adaptable

/Wearable

/Convertible

/Versatile


Function

/Lightweight

/Durable

/Discreet

Phase 4: Evaluation Methods

Phase 4: Evaluation Methods

Phase 4: Evaluation Methods

Evaluation methods gathered early user feedback and outlined future testing and validation plans to assess usability, refine the design, and ensure it meets user and system requirements,

Early User Feedback

Early User Feedback

Five potential users were shown the device visualisation and an interactive app prototype, with interactions explained. Using a think-aloud approach, insights were recorded as users shared suggestions, ideas, and thoughts about the concept.

“I like that it gives me an exercise that fits how I’m feeling in the moment. That actually might make me feel better.”

“The branding feels calming, but I’d want to make sure the app has a dark mode.”

“I’m curious what the device feels like- I’d want to try it first before deciding if I’d use it.”

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floraynerdesign@gmail.com

Designed & developed by Flo Rayner

All rights reserved © 2026

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Copied

floraynerdesign@gmail.com

Designed & developed by Flo Rayner

All rights reserved © 2026

Copy component

Copied

floraynerdesign@gmail.com

Designed & developed by Flo Rayner

All rights reserved © 2026