11. Reflection of the Speed-Dating

Since my Master’s thesis is connected to medicine, I’ve been exploring how to make traditionally “boring” content more engaging using gamification. In previous blog posts, I shared some early ideas, and now I’ve taken it a step further by sketching out what kind of information should be shown on the platform’s main page—for both patients and doctors.

It only took me about 10 minutes to create a rough sketch, but I focused on highlighting what I think are the most important data points: things like “Number of Procedures” “Number of Visits” “Medications Prescribed” “Appointment Calendar” and vital stats like “Heart Rate” “Blood Pressure” “Oxygen Levels” “Temperature” and etc.

User Feedback:

  • All participants understood the layout quickly and found the dashboard structure clear.
  • Everyone liked the overall concept and said they’d actually use it.
  • Some asked if the platform was just for doctors or also for patients—and if it would be available on Apple Watches in addition to phones and desktops.
  • One person even said the idea was TED Talk-worthy and suggested I reach out to medical startups to pitch it.

Final Thoughts & What’s Next:

This session was both fun and super productive. It really helped confirm that the idea has potential—especially from the patient’s perspective. The exciting news is, I already found a startup here in Graz that’s working on something very similar, and I’d love to explore the possibility of collaborating with them. Of course, that kind of process takes time.

In the meantime, I’ve decided to focus on another area of the project: making it easier for non-German speakers to book doctor appointments. In my next blog post, I’ll share more about this idea and how I plan to move forward with it.

2.1 Documentation & Reflection: Speed-Dating My Lo-Fi Prototype

Last semester, my research focused on how UX/UI design can make mental health apps more calming and accessible, and how AI can provide personalized, empathetic support. I explored micro-interactions, color psychology, and AI-driven emotional intelligence to understand what makes digital mental health tools effective.

This time, I wanted to explore physical, tangible interactions for well-being—something that doesn’t require a screen or notifications but still guides users toward emotional regulation.

The Three Prototypes

For this exercise, I created three lo-fi prototypes:

Weekly Mood Tracker: A simple, analog way to log emotions over the week using color-coded entries for easy reflection.

Self-Reflection Cards: A deck of prompts designed to encourage mindful self-exploration and emotional processing.

Breathing Circle: A guided breathing tool made of paper, where users rotate a circular element to synchronize their breath with a visual cue.

Choosing the Breathing Circle

While all three prototypes engage users in self-awareness and well-being, I chose to bring the breathing circle to class because it best embodies my research goal: designing interfaces that guide users toward calmness in a simple, intuitive way. Unlike mood trackers or reflection tools, the breathing circle introduces a hands-on, meditative experience that requires minimal effort—ideal for moments of stress.

Speed-Dating My Prototype

In class, we shared our prototypes in a Speed-Dating/Sharing session, presenting them to different classmates in quick succession. This was an exciting way to gather feedback and refine ideas. Some of the key insights from my classmates included:

  • Great for children in schools – One student noted that the breathing circle could be useful in classrooms, similar to a fidget gadget, helping children focus while also providing a calming mechanism.
  • Ideal for bedtime – Another student said they would love to use it before bed to relax, which sparked the idea of making the prototype more tactile with textures and even usable in the dark.
  • A minimalist, portable tool – Someone pointed out that, since it’s thin and can be small, it’s perfect for carrying on public transport or while traveling. Its minimalistic design keeps the focus solely on breathing, without distractions.
  • A sensory experience – A classmate suggested adding resistance to the movement (like a soft fabric hinge) to make turning it feel more grounding.

What is My Prototype Trying to Address?

The breathing circle is designed to address a key challenge in mental health support: how to create intuitive, low-effort tools for emotional regulation. Unlike mood-tracking apps or chat-based AI support, this tool is immediate and physical—it doesn’t require users to think, analyze, or type, just breathe. This prototype is particularly suited for:

  • Commuters and travelers – Its thin, compact design makes it easy to use on the go, whether on public transport, at an airport, or in a waiting room.
  • Children and adults needing focus – It can function as a calming fidget tool, helping with concentration in schools, workplaces, or even at home.
  • People looking for a screen-free relaxation method – No notifications, no distractions—just a simple, intuitive breathing guide.

Potential Features & Future Iterations

Based on the feedback, I’d love to explore:

  • Tactile Elements – Soft materials, textured surfaces, or raised patterns to enhance sensory engagement.
  • Glow-in-the-Dark or Low-Light Adaptation – So it can be used before bed without needing external light.
  • Personalization – Adjustable speed settings, so users can customize their breathing pace.
  • Elastic Resistance – Adding a slight resistance to the movement to make it more grounding and engaging.

If My Prototype Had a Dating Profile …

“Looking for a mindful moment? I’m a simple, no-fuss tool that helps you slow down and just breathe. I work best in quiet moments, whether you’re feeling stressed, anxious, or just need to unwind. Small, discreet, and always ready to help—swipe right for relaxation!”

Final Thoughts

This session reinforced how valuable it is to test even the simplest ideas. The breathing circle started as a basic paper prototype, but through conversation and iteration, it could evolve into something more immersive and widely useful. The feedback also reminded me that not all mental health tools need to be digital—sometimes, the most powerful solutions are the simplest, most tangible ones.