Breath, Amplified
30 MAY 2025 05 JUN 2025
Micro UX
- Developed both the audiovisual installation Aware of Breath and the tactile workshop kit Breath Knead Kit to express breath.
- The digital approach allowed precise feedback, while the analogue method offered intuitive and emotional engagement.
- Recognised the need to move beyond visual UX and explore the liberation of underused senses like touch and smell.
Final Design Ideation
We explored four directions for the final output: co-painting, art therapy, game, and interactive digital artwork. The two strongest contenders were a digital art installation and a therapeutic sand-based workshop. Because analogue methods had clear physical limits in expressing breath, we decided to expand into digital expression using tools like TouchDesigner. Our first attempt was a digital reinterpretation of the early “Elephant’s Trunk” prototype.
At the same time, I proposed a breath-based workshop using sand—an idea inspired by imagining how the flow of breath could be translated into something tactile.
Aware of Breath: Digital Bubble
Our team developed an interactive digital installation for two participants. Each person’s breath, captured by a microphone, would trigger responsive bubbles visualised on a screen, while also playing back their breath through headphones. The visual system was built in TouchDesigner, allowing participants to see and hear their own breathing in real time.
The experience began with a brief reset using the “Elephant’s Trunk,” then participants sat side by side, watching the bubbles generated by their combined breath. We also explored ways to enhance immersion, like a chair embedded with soft robotics or real soap bubbles blown from behind. However, these additions were eventually removed to avoid distraction.
Featured: I-lin Chang (Ellen), Jiayi Zheng.
Filmed by Author.
Edited by Jin Wang.
––––––––––––––––––––––––––––––––––––––––––
The following section presents a personal design exploration developed beyond the group project.
The following section presents a personal design exploration developed beyond the group project.
Feedback & Curiosity
The digital format allowed for more nuanced responses to subtle breath, unlike analogue methods. It also enabled the designers to curate the audiovisual flow with precision. However, we learned that minimising the presence of technology and providing a comfortable, effortless environment for participants were equally important.
Personally, this project revealed the potential of digital interaction. Still, I was left wondering whether we had fully met our original goal of designing a sensory experience beyond vision. Although tactile and olfactory elements were explored, the use of digital media clashed slightly with the brief’s “low-tech” guideline.
That tension led to an ongoing curiosity—which eventually brought me back to analogue design using sand.
Breath Knead Kit: Another Path to Consider
I began imagining how breath could be translated into something held and kneaded. This led to a workshop concept where passing and kneading sand encourages regular breathing, later evolving into a portable pouch kit that could be used in daily life. The idea resembled kneading bread.
“What if we could knead breath?”
I adapted the repetitive motions of pressing and rolling dough into a 5-5 breathing rhythm. After speaking with a staff member at LUSH, who mentioned the calming effects of lavender, I decided to replace the sand with lavender bath salts, making the prototype easier to produce and more soothing.
Users gently knead the pouch as they inhale and exhale, following a guide card or video. This kit offers a way to restore calm in moments of stress—at home, at work, or at school.
Reflection
This project deepened my thinking about sensory translation, the analogue–digital spectrum, and design methods. The analogue approach allowed for more intuitive interaction and user freedom, while also enabling rapid, meaningful feedback. In contrast, digital methods offered precision and environmental control, but required complex adjustments for things like microphone sensitivity and breath strength—as we saw in the Digital Bubble tests.
Above all, I was reminded that most UX experiences still rely heavily on vision. Despite technical challenges, this project revealed the untapped potential of underexplored senses like touch and smell. In the future, I’d like to further explore the liberation of minor senses as a central design theme.
Reference
- D’Ignazio, C. and Klein, L.F. (2020) Data Feminism. Cambridge, MA: MIT Press. https://doi.org/10.7551/mitpress/11805.001.0001
- Dewey, J. (1934) Art as Experience. New York: Minton, Balch & Company.
- Gaver, W.W. (2003) ‘Ambiguity as a resource for design’, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 233–240. https://doi.org/10.1145/642611.642653
- Kim, M., Nam, E.S., Lee, Y. and Kang, H.J. (2021) ‘Effects of lavender on anxiety, depression, and physiological parameters: Systematic review and meta-analysis’, Asian Nursing Research, 15(5), pp. 279–290. https://doi.org/10.1016/j.anr.2021.11.001
- Lakoff, G. and Johnson, M. (1980) Metaphors We Live By. Chicago: University of Chicago Press. https://doi.org/10.7208/chicago/9780226470993.001.0001
- Van Diest, I., Verstappen, K., Aubert, A.E., Widjaja, D., Vansteenwegen, D. and Van den Bergh, O. (2014) ‘Inhalation/exhalation ratio modulates the effect of slow breathing on heart rate variability and relaxation’, Applied Psychophysiology and Biofeedback, 39(3–4), pp. 171–180. https://doi.org/10.1007/s10484-014-9253-x
More Stories
Brainscapes Week 5