Second Sight

FigBuild 2026 Competition Project

A quieter way to notice and rediscover everyday micro-joys.

CONTEXT

FigBuild 2026, 72 hours

FORMAT

Teamwork

TOOLS

Figma, Figma Make, Claude

Project Overview

Second Sight is a future-sensing concept created during a 72-hour competition sprint. A speculative ring and an iPad experience help people revisit small moments from their day.

Problem

A day can be full of small, meaningful moments and still feel like nothing happened. Those moments are easy to miss—and even easier to forget.

Solution

A ring quietly suggests possible moments of calm or connection. In the evening, a visual replay gives people space to return to those moments and interpret them for themselves.

Target Audience

Urban professionals aged 25–40 with high screen time and emotional fatigue, who are open to a wearable but do not want another habit to maintain.

MY ROLE

• Concept development

• Interaction and prototype design

• Visual storytelling

• Visual system design

The challenge

FUTURE SENSING

Exploring a new way to notice everyday joy.

FigBuild 2026 asked us to explore Future Sensing. In 72 hours, our team focused on one question: how could a sensing experience help people notice the small, good moments already happening around them?

In six exploratory interviews, people described feeling disconnected from their own day. These conversations pointed us toward an attention-and-memory problem: a meaningful moment can happen without becoming something you remember.

I scrolled for two hours… felt like nothing happened.

Participant, exploratory interview

What if the good things are happening—I just can’t feel them?

Participant, exploratory interview

Someone smiled at me on the subway… I didn’t even notice.

Participant, exploratory interview

The opportunity: help a moment become noticeable, then memorable.

This was an early qualitative signal, not evidence of product effectiveness. It gave us a direction: reduce the effort of capturing a moment, and leave room for people to decide what it means.

HMW

Help people perceive and rediscover

micro-joy moments

as they pass through the day—before they disappear?

The concept

Second Sight connects three experiences: a quiet cue during the day, a fragment worth revisiting, and an evening space to make sense of it.

01

Sense

The ring looks for possible moments of calm or connection, using environmental and body cues.

02

Keep a fragment

A small memory cue preserves enough context to help the person return to the moment.

03

Rediscover

An iPad replay presents the day as a collection of moments—not a wellness score.

ENVIRONMENT

Light, sound, temperature

Context for what may be happening around the wearer.

BODY

Heart rate and breathing

Possible signs of a change in state, rather than a direct measure of emotion.

SOCIAL CONTEXT

A shared or familiar moment

A concept direction that would require careful consent and technical validation.

Concept boundary: sensing accuracy, miniature projection and hardware feasibility were not validated during the sprint. The ring is a speculative product concept.

The core experience

The experience moves from noticing to revisiting. During the day, the ring is intended to gather contextual cues with minimal interruption. At night, Emma chooses what to revisit and what it means to her.

DURING THE DAY

08:00, WEAR

A small object, not another task

Emma puts on the ring and goes about her day. The concept is designed to stay in the background.

09:30, NOTICE

A quiet cue at the café

Music, warmth and a relaxing body state suggest a possible micro-joy. A gentle pulse invites attention without asking her to open an app.

22:00, REPLAY

The day returns as a constellation of moments.

The evening replay creates a separate moment for reflection. Each spirit opens a captured fragment, rather than assigning it a happiness score. Emma chooses what to explore; the system does not decide which moment matters most.

Her attention gives the moment meaning.

Original prototype, daily moments on iPad

RETURN TO A MOMENT

Enough context to remember.

Enough openness to reflect.

Imagery, time and contextual cues help Emma remember what happened. They support her recollection without claiming to know how she felt. Emma remains the person who interprets the moment.

Original prototype, a moment revisited

Design decisions

Our visual decisions follow the interaction: make moments recognizable, keep the replay unranked, and leave room for personal interpretation. Expressive characters give each fragment a presence; the quiet surrounding interface keeps attention on the memory.

01, PRESENCE

Characters, not a score

Recognizable characters make fragments approachable and easy to revisit. A score would imply that the system can measure the value of a personal moment.

02, RHYTHM

A gentle constellation

The constellation supports browsing without a best-to-worst order. The tradeoff is weaker time visibility, so each detail view retains the moment’s time and context.

03, COLOR

A broader emotional palette

Distinct colors separate moments at a glance. Warm and cool tones create variety; they are expressive choices, not evidence of a particular emotion.

From visual exploration to the prototype

AI-assisted exploration helped us try sensing metaphors and visual directions quickly. We then refined the character shapes, compared arrangements for the daily replay, and carried the chosen language into the memory detail view. The board below shows that development—not a set of finished screens.

Character studies → replay arrangements → memory detail explorations

Try different ways to sense

Use Claude and visual tools to explore future-sensing ideas, imagery and interaction possibilities quickly.

Choose an emotional language

Keep the softer, more personal direction. Reduce dashboard density and use characters, space and color to create continuity.

Make the story testable

Use Figma, Figma Make, Lovable and motion work to communicate the interaction from a sensed moment to evening replay.

Prototype & next steps

A sensing product can easily become intrusive. Our concept therefore put autonomy and uncertainty into the design conversation from the beginning.

CONTROL

The wearer stays in charge

Proposed controls include consent, pause and deletion. Personal fragments should belong to the person wearing the ring.

INTERPRETATION

A cue is not a conclusion

Body and context signals cannot tell the whole story. The person needs to be able to correct, dismiss or reinterpret a captured moment.

FEASIBILITY

Validate the quiet magic

On-device processing, sensing and projection remain concept directions. A next iteration would test feasibility and comfort before adding more features.

These are proposed design principles and next steps; the sprint did not validate or implement the complete sensing system.

Reflection

WHAT I TOOK AWAY

An ordinary moment made the future-facing idea easier to understand. Emma’s café visit gave us a clear way to connect the ring, the characters and the evening replay.

In 72 hours, choosing what to leave out mattered as much as what to build. Next, I would test whether people recognize themselves in the replay—and whether the cues feel helpful or distracting.

THE SPRINT DELIVERED

Product concept / Interaction prototype / Visual system / Competition presentation

The sprint produced a concept and prototype, not validated hardware or evidence of wellness impact.

More moments ahead.

This project is still evolving. To be continued…

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