Hands-on prototyping – Interactive Plant Care System

After the paper prototyping phase, discussed in the previous article:
Concept and Low-Fi Prototyping for an Interactive Plant Care System,the next step was to analyse the different types of sensors and boards available in order to develop a first testable version of the prototype.


Main Goal

The goal of the project is to create a simple and intuitive system capable of providing visual feedback about the health status of plants. In particular, the system integrates:

  • capacitive soil moisture sensors placed inside plant pots to detect the percentage of soil humidity;
  • a lighting system able to provide real-time visual feedback on the plant’s condition;
  • a minimal digital interface (website/app) useful for configuring the system and displaying information.

The idea behind the digital interface is not to create a complex app, but an essential tool mainly useful for configuring the sensors, accessing plant information, or customising some design elements such as the lamp’s colour palette. The main interaction should therefore happen through the physical object rather than through screens or continuous notifications.

Fig. 1: Comparison between Arduino Uno and ESP32-S3


Technical Comparison: ESP32 vs Arduino Uno

Feature
ESP32 Solution (Recommended)

Arduino Uno Solution (Not Recommended)
ConnectivityIntegrated: Wi-Fi and Bluetooth (BLE) are included in the same chip.Absent: Requires external modules (HC-05 for Bluetooth, ESP01 for Wi-Fi).
Web InterfaceCan host an internal Web Server (HTML/JS) for the minimal app.
Impossible alone. Requires extra hardware and very complex code.
LED Management
Can manage thousands of WS2812B LEDs without slowing down the system.

Limited memory (RAM); managing many LEDs and sensors together can crash the system.
Power Supply
Supports Deep Sleep mode (ideal for battery-powered sensors).

High and constant power consumption (not optimised for batteries).
Dimensions
Compact: thumb-sized, fits inside the lamp base.

Bulky: credit-card sized, plus external modules and cables.

Total Cost

~15–20€ (all-in-one chip + sensor + LED).
~40–50€ (Arduino + Wi-Fi module + Bluetooth module + cables).

The analysis showed that the ESP32-S3 represents the most modern and suitable choice for an integrated design, since it reduces the cost of external components and allows the creation of a more compact system.

At the same time, this comparison highlighted some important aspects related to the accessibility of the project.

Fig 2: Arduino R4 Wi-Fi board used for the first prototype development.

Although the ESP32-S3 is more powerful, for an initial prototype it was preferable to use a more intuitive system. One of the project goals is in fact to keep the system understandable and replicable even for users with basic electronic skills.

The final choice was Arduino R4 Wi-Fi, mainly because it is more intuitive for beginners and more accessible from a learning perspective.


References

[1] “DIY Smart Plant Pot,” Instructables. [Online]. Available: https://www.instructables.com/DIY-Smart-Plant-pot/

[2] “Talking Plant With ESP32,” Instructables. [Online]. Available: https://www.instructables.com/Talking-Plant-With-ESP32/

[3] “Smart Plant Pot With WS2812B LED Strip,” Instructables. [Online]. Available: https://www.instructables.com/Smart-Plant-Pot-With-WS2812B-Led-Strip/

[4] “Arduino Uno R4 WiFi,” Arduino Documentation. [Online]. Available: https://docs.arduino.cc/hardware/uno-r4-wifi/

Business Model Canvas – Interactive Plant Care System

This business model canvas shows how Lumina Terra combines plant care and ambient lighting in a simple and accessible way. The main idea is a minimal lamp that uses light to communicate plant health, without the need for screens or complex apps. The product is developed through design, prototyping, and basic technology integration, supported by partners such as material suppliers, sensor providers, and plant shops. It is aimed at people who like indoor plants, simple design, and a calm home environment. The product is mainly distributed online and through design or plant-related stores. The costs are related to hardware production, development, and shipping, while revenues come from selling the lamp and sensor kits, as well as possible collaborations.

Fig 1: Business Model Canvas

Customer Profile e Value Map -Interactive Plant Care System

Costumer Profile

To develop an effective product, it is essential to start from an understanding of users’ needs, difficulties, and expectations.

Costumer jobs

Users want to take care of their plants, keep them healthy, and understand their needs without spending too much time or effort. At the same time, they want to create a cozy home environment where objects are not only functional but also aesthetic.

Costumer pains

However, several pains emerge. People often forget to water their plants or do not know when and how much water to give. It can be difficult to understand the real condition of the soil, especially for non-expert users. In addition, many smart solutions require continuous use of apps and screens, making them intrusive or not suitable for a home environment. There is also a sense of uncertainty, linked to the fear of damaging the plants.

Costumer gains

Users are looking for a simple and immediate way to understand the health of their plants. They want to reduce uncertainty and make plant care easier and more enjoyable. At the same time, they appreciate products that integrate well into the home space, contributing to a warm and relaxing atmosphere. A sense of satisfaction and connection with nature is also an important value.

Fig 1: Feedbacks collected during a consultation workshop

Value Map

The value map translates these needs into design solutions.

Regarding the product & services, the idea is to develop a lamp as a first product, capable of combining ambient lighting and plant care. The lamp is connected to soil moisture sensors placed in plant pots and communicates via Bluetooth Low Energy, while Wi-Fi connectivity allows monitoring and configuration through a minimalist mobile app.

It is also important to consider the pain relievers, which in this case are mainly focused on reducing uncertainty for first-time users, as well as reducing the effort and time required to take care of plants. The goal is to design a slow, consistent, and non-intrusive feedback system that does not rely too much on digital technologies or continuous smartphone use.

The analysis of the gain creators helped identify which aspects to integrate in order to improve the overall experience. Users are looking for a simple and immediate way to understand the health of their plants. They want to reduce uncertainty and make plant care easier and more enjoyable. At the same time, they appreciate products that integrate well into the home space, contributing to a warm and relaxing atmosphere. A sense of satisfaction and connection with nature is also an important value.

Exploring Interaction Through Light and Shadow: The Case of the Pattern Organ

Recently, I came across the research “Entangling with Light and Shadow: Layers of Interaction with the Pattern Organ” by Jasmine Butt, Nathan Renney, Benedict Gaster, and Maisie Palmer, developed within the Expressive Computer Interaction Research Group at UWE Bristol.

RESEARCH OBJECTIVE

Figure 1: Illustration of an interface pattern

This research explores the design and use of a camera-based digital musical instrument called the Pattern Organ. This visual-audio synthesis artifact investigates new ways of interacting through light and shadow.

Users can modify a waveform by placing their hands or objects in front of the instrument’s camera, creating shadows and patterns. Through this interaction, they can perceive how both the environment and the sound change in real time.

The project initially started as a digital tool to represent the process of optical sound technology. However, during the workshop sessions, this idea evolved further. The focus shifted from a purely visual-audio synthesis system to a more open, participatory, and exploratory process.

THEORETICAL BACKGROUND

A matter of finding the grain of the world

Bruna Goveia Da Rocha and Kristina Andersen [2]

Figure 2: Design of the original Instrument

Drawing from analogue optical sound technologies used in early cinema, the research reinterprets these practices through a post-human perspective. Two main theoretical perspectives are considered.
The first is from N. Katherine Hayles, who describes the world as a complex and highly interconnected syste[3]m. In this view, cognition is not limited to humans but moves dynamically across humans, animals, and technological systems. The second perspective is Karen Barad’s Agential Realism [4]. This theory describes reality as something continuously shaped by the interaction between material and meaning. Matter and information are not separate but constantly influence each other.

A strong emphasis is also placed on material thinking and hands-on experimentation with different materials.

CONSIDERATIONS

Figure 3: Images from the first workshop’s exploration

Throughout this process, there are two aspects that I personally find particularly interesting.

From a theoretical perspective, I find the idea of an entangled and participatory workshop very powerful. In this context, three elements—human, machine, and materials—are in constant dialogue. They continuously influence each other during the creative process. This approach is very effective in stimulating critical thinking, both in design, where each input can generate new ideas or solutions, and in educational contexts.

Figure 3: Sperimentation using a rotating can

From a practical perspective, I was particularly interested in the use of raw data. This concept influenced the method of sonification used in the project. Rawness can be understood as a choice to avoid interpreting or transforming the data through complex digital processing. Instead, the data produced by the system is used more directly, without adding layers of interpretation.

This does not necessarily mean that raw data is more accurate or more realistic. Rather, it means that the measurements are not modified or filtered, allowing a more immediate connection with the original signal.

In the case of camera-based sonification, two main approaches can be identified:

  1. Extracting features from image data to control or modulate sound
  2. Using a more direct method, where pixel brightness values are translated into sound signals with minimal processing

CONCLUSION

This research opens important questions about how data should be treated and interpreted. It challenges the idea that data always needs to be processed, optimized, or controlled.

It also highlights the role of human intervention and how our decisions shape the way systems behave. At the same time, it shows how the physical and material nature of interaction—light, shadow, objects—can influence digital processes in meaningful ways.

More broadly, it invites us to rethink the relationship between humans, technology, and the material world. Instead of separating them, this work suggests that meaningful interaction emerges from their continuous entanglement.

REFERENCES

[1] J. Butt, N. Renney, B. Gaster, and M. Palmer, “Entangling with light and shadow: Layers of interaction with the pattern organ,” in Proceedings of the International Conference on New Interfaces for Musical Expression (NIME ’25), Canberra, Australia, June 24–27, 2025.

[2] Bruna Goveia Da Rocha and Kristina Andersen. 2020. Becoming Travelers:
Enabling the Material Drift. In Companion Publication of the 2020 ACM Design
ing Interactive Systems Conference. ACM, Eindhoven Netherlands, 215–219.
https://doi.org/10.1145/3393914.3395881

[3] Katherine Hayles. 2006. Unfinished Work: From Cyborg to Cognisphere.
Theory, Culture Society 23 (2006), 159–166. https://doi.org/10.1177/0263276406069229

[4] Karen Barad. 2007. Meeting the universe halfway: quantum physics and the
entanglement of matter and meaning. Duke University Press, Durham London.

Accessibility and Inclusion – Interactive Plant Care System

The accessibility analysis focuses on both requirements and possible barriers.

The main requirements include a simple and intuitive interface, so that the product can be used without instructions. It should be compatible with different types of plants and require low maintenance, so it does not add extra effort for the user. A playful design is also important, especially to engage children and make the experience enjoyable. Finally, the feedback should involve more than one sense, combining light and sound to create a clearer and more inclusive interaction.

At the same time, some barriers need to be considered. For example, if the interaction relies too much on sound, it may limit accessibility for some users. Smart home devices can also be expensive, which may reduce accessibility for a wider audience. Another common issue is the lack of time people have to take care of plants.

In coclusion, the product should find a balance between these different needs.

Discovering Change and Impact – Interactive Plant Care System

This phase explores the impact of the product by comparing situations before and after its use.

Before using the device, plants often do not receive enough water. After using it, plants receive the right amount of water. Another issue is that users frequently forget to take care of their plants, while with the device, plant care becomes simpler and more enjoyable. Finally, it is often unclear when and how much to water plants, but with the device, users — including children — become more aware and learn how to take care of them.

However, some important considerations emerge. There are many different types of plants, and not all of them need the same amount of water. In some cases, the soil may appear dry, but the plant does not need to be watered yet. For this reason, the system should not give overly simplified feedback, but should consider different plant needs.

It is also important to understand what really motivates people. Users often struggle with consistency and knowledge rather than intention. They may want to take care of plants, but forget or feel unsure about what to do.

The device should therefore not only inform, but also support and encourage users, making plant care feel easy, clear, and rewarding.

System Map – Interactive Plant Care System

The system map places the product at the center, but expands the perspective to a wider ecosystem. Instead of defining it as a single object, such as a lantern, the project considers a broader category: a smart plant care device. This allows more flexibility in form and use.

Around the product, the first layer includes direct users and elements directly involved in plant care. These are not only people, but also natural agents such as sunlight, soil, and water, which all influence how plants grow. Human users include generations such as Gen Z, millennials, kids, and the “indoor generation,” meaning people who spend most of their time inside and may have less direct contact with nature.

The second layer includes indirect users. These are people who may not use the device directly but are still connected to it. For example, teachers could use it in educational contexts, especially with children. Kids can interact with the device in a playful and learning-oriented way. People with visual impairments are also considered, since the use of sound can support accessibility. Baby boomers, such as parents, might not be the main users but could be interested in the product through their children.

The outer layer includes providers and institutions. These can be stores like IKEA or OBI, which are related to home products, or suppliers of electronic components such as Arduino and ESP32. Florists are also relevant, as well as museums, if the product is used in installations or educational workshops. Shops that sell lighting products are important too, since the device can function both as a practical tool and as a decorative object.

Concept and Low-Fi Prototyping for an Interactive Plant Care System

Introduction

What if plants could communicate their needs in a simple and intuitive way?

This project explores how design can make plant care easier and more engaging through light and sound. Instead of checking apps or guessing, the idea is to create a product that gives immediate feedback, helping users understand their plants at a glance.

In the next blog posts, the different steps of prototyping and developing this plant care product will be presented.


Concept

The concept is a design product for plant care. When the product is brought close to a plant, it detects the soil moisture and responds by changing color to indicate the hydration level. At the same time, each plant can trigger a specific sound.


Technology and Interaction Exploration

An important part of the project is exploring how to design sensory feedback.

The idea is to combine sound and light to communicate information. Different technologies are considered and tested to find the most effective solution.

These include:

  • ESP32 and Arduino for system control
  • Infrared sensors or magnets for proximity detection
  • Soil moisture sensors to detect hydration levels
  • LED lights to display feedback through color

This phase focuses on understanding which components work best together and how they can create a smooth interaction.


LO-FI Prototyping

The project developed through different low-fidelity prototypes.

First prototype:

A schematic was created to illustrate how the system works, and a visual will be included to support it. In the poster, the provisional title “Biofeedback Garden” was introduced, together with alternative name ideas and sketches that show how the interaction takes place.

Second prototype:

The design of the product was explored.
The idea is to give it the shape of a lantern, with LED lights inside that can change color. The form should feel soft and suitable for an indoor environment.

Third prototype:

A digital simulation was created using a QR code placed on a plant.
When the QR code is scanned, a website opens showing the hydration level as a percentage. The background color changes to simulate the light of the product.
This prototype also simulates the action of bringing a device close to the plant and the color change of the lantern.


Insights from User Testing

Some important insights emerged from a class test.

  • The website should not only show a percentage value, but also explain what the value means. The interface needs to be clearer and more direct.
  • It also became clear that using a phone is not the best solution. At home, people often want a break from technology. A physical, non-digital object is more appropriate for this context.

Finally, the color system needs improvement.
The initial idea was:

  • Green = well hydrated
  • Yellow = medium
  • Red = needs water

However, this feels too similar to a traffic light. For indoor use, a softer and more “cozy” color palette would be more suitable. One possible solution is to allow users to choose their preferred colors.

Biophilia and Interaction Design. Final blog post considerations

In this latest article, we gather the key reflections that emerged on the relationship between nature, technology, and interaction design.

This research was born from a personal paradox.
I’ve always loved being immersed in nature, but in everyday life, I’ve often found it difficult to care for plants. Lack of time, space, and continuity. From here, a question arose: what if technology could help us reconnect with nature, instead of distancing us from it?

As the indoor generation, we spend approximately 90% of our time indoors: homes, offices, schools, and transportation. Although we often don’t realize it, our lives unfold almost entirely indoors.
Yet, humans have a profound connection with the natural world. For much of our evolution, we lived outdoors, following the rhythms of light, seasons, and ecosystems. This connection has been progressively neglected in recent centuries.
The concept of biophilia reminds us of this: we have a natural need to connect with life and vital processes, not just to live in efficient and comfortable environments.

Home automation systems today are highly advanced. They manage light, temperature, security, and energy efficiently. But they focus almost exclusively on physical comfort.
These technologies don’t take into account deeper needs: emotions, perception, and a connection with time and nature. Smart homes know when to turn on a light, but they don’t know how we feel. They don’t help us build a connection with living things.
This gap isn’t technical, it’s human. And this is precisely where interaction design can make a difference.

The research followed a qualitative and exploratory approach.
The goal is not to measure performance, but to understand experiences, perceptions, and behaviors.
The analysis focused on three key aspects:

  • engagement
  • feedback
  • emotional connection

Three main directions emerge from the research.

  • The first concerns emotional connection. Interdisciplinary approaches, such as the use of sound, can make plants’ vital parameters visible. Transforming biological data into sounds or musical outputs allows for a more sensitive and empathetic relationship.
  • The second concerns engagement. Mechanics inspired by video games and gamification can make plant care more engaging, encouraging continuity and attention over time.
  • The third concerns nature-based user interfaces. Tools like Makey Makey show how natural elements can become an active part of the interaction. But above all, how it is possible to integrate biological inputs in a sensorial way.

What if technology could bring nature back into our daily lives?
This was the central question of the entire project. The current market certainly already offers several solutions capable of integrating some of the principles discussed, such as gamification.
The next step could be to make these technologies more accessible and even more interdisciplinary. Integrating different media, such as sound, is also important because many home automation systems today are primarily voice-based and therefore inaccessible to those who cannot use their voice.
But perhaps the most important question is not what technology can do for nature, but rather to continue asking what nature can teach us about how to design better interactions.

Feedback and Gamification in Plant Care: Learning Through Interaction

In recent years, a growing number of projects have sought to simplify complex everyday tasks by integrating new technologies into daily life.

CES (Consumer Electronics Show) is one of the most important international conferences dedicated to technological innovation. CES 2026, held in Las Vegas, showcased numerous projects related to wellness, smart homes, and sustainability. Among these, one of the most interesting was LeafyPod, a smart vase that combines technology, design, and nature.

In this article, we’ll explore why LeafyPod is a good example of how feedback and gamification can improve the plant care experience, making it more intuitive, engaging, and learning-oriented.

LeafyPod is a smart pot designed to support the care of indoor plants. Through sensors that detect soil moisture, light, temperature, and environmental conditions, the system provides clear guidance on when and how to intervene.
What’s unique about LeafyPod is that it doesn’t just collect data, but translates it into simple, user-friendly information. Through a dedicated app, users can identify a plant, receive personalized instructions, and track its health over time. The system uses an artificial intelligence engine that learns from the plants’ actual conditions and improves the guidance provided.

This year’s version features an expanded AI engine to support a much larger number of indoor plants. Users can search for any plant by name, explore an ever-expanding global catalog, or take a photo for instant plant identification along with personalized care instructions. [2]

Image 1. App and pot design of LeafyPod from LeafyPod.com

One of the most interesting aspects of LeafyPod is the way it uses feedback to foster learning. The app’s notifications, alerts, and prompts transform plant care into a series of small daily goals.
Gamification isn’t present in the form of explicit games, but through positive micro-interactions: reassuring messages, visible progress, and clear suggestions. This approach helps build a routine and maintain motivation, transforming plant care into a gradual and rewarding experience.
In this way, LeafyPod uses feedback not only to inform, but to guide user behavior, creating continuous interaction.

Despite its innovative approach, LeafyPod also has some limitations to consider. LeafyPod isn’t cheap: individual planters cost tens of dollars, and to work properly with the app and Wi-Fi connection, you often need to purchase an additional Bridge. This can make the initial investment more expensive, especially for those with multiple plants.
According to the official specifications, LeafyPod doesn’t currently integrate directly with smart home systems like Alexa, Google Home, or Apple HomeKit. This limits the possibilities for automation and integration with other devices already present in the home, although such features may be introduced in the future.

Image 2. Structure of LeafyPod, AI powered smart planter

References

[1] LeafyPod, “LeafyPod – Smart planters for indoor plants,” [Online]. Available: https://www.theleafypod.com/. [Accessed: Jan. 2026].

[2] CES VPORoom, “LeafyPod advances indoor plant wellness at CES 2026 with universal AI plant engine and seamless smart care experience,” Jan. 6, 2026. [Online]. Available: https://ces.vporoom.com/2026-01-06-LeafyPod-Advances-Indoor-Plant-Wellness-at-CES-2026-with-Universal-AI-Plant-Engine-and-Seamless-Smart-Care-Experience. [Accessed: Jan. 2026].

[3] CES VPORoom, “LeafyPod advances indoor plant wellness at CES 2026 with universal AI plant engine and seamless smart care experience,” Jan. 6, 2026. [Online]. Available: https://ces.vporoom.com/2026-01-06-LeafyPod-Advances-Indoor-Plant-Wellness-at-CES-2026-with-Universal-AI-Plant-Engine-and-Seamless-Smart-Care-Experience. [Accessed: Jan. 2026].

[4] Consumer Technology Association, “CES – Consumer Electronics Show,” [Online]. Available: https://www.ces.tech/. [Accessed: Jan. 2026].