reinventing SOCIAL
INTERACTIONS WITH TECH

Connectopia

reinventing SOCIAL
INTERACTIONS WITH TECH

Connectopia

reinventing SOCIAL INTERACTIONs
WITH TECH

Connectopia

OVERVIEW

Connectopia is a concept for a phygital game and wearable device that tackles social isolation. The project explores how gaming, IoT devices, and cultural storytelling can be combined to encourage meaningful, in-person interactions. I led research, concept development, interaction design, and visual design, aiming to create a product that is both delightful to use and grounded in real human needs.

Timeline

Sept 22 — Jun 23

Responsibilities

UX/UI Design, Research, Mobile design, Visual Art, 3D, Web Design

OVERVIEW

Connectopia is a concept for a phygital game and wearable device that tackles social isolation. The project explores how gaming, IoT devices, and cultural storytelling can be combined to encourage meaningful, in-person interactions. I led research, concept development, interaction design, and visual design, aiming to create a product that is both delightful to use and grounded in real human needs.

Timeline

Sept 22 — Jun 23

Responsibilities

UX/UI Design, Research, Mobile design, Visual Art, 3D, Web Design

Are you lonely?

When I relocated to a new country, I discovered how easy it is to feel disconnected in crowded cities. Harvard research shows that 36% of Americans report serious loneliness, including 61% of young adults and 51% of mothers; the pandemic has exacerbated this trend. At the same time, most digital tools either commodify relationships or keep us in curated bubbles. The challenge is clear: how might we use technology to foster genuine micro-connections rather than replace them?

Are you lonely?

When I relocated to a new country, I discovered how easy it is to feel disconnected in crowded cities. Harvard research shows that 36% of Americans report serious loneliness, including 61% of young adults and 51% of mothers; the pandemic has exacerbated this trend. At the same time, most digital tools either commodify relationships or keep us in curated bubbles. The challenge is clear: how might we use technology to foster genuine micro-connections rather than replace them?

Insights & Opportunity

To ground the concept, I conducted cultural research exploring precedents and social instincts that drive us to form communities . I examined how shared beliefs bind people together and the symbols we use to express belonging. These findings shaped the game’s aesthetic and its focus on shared experiences.

Market research

In the realm of digital solutions for social connection, dating apps, online gaming, and social media dominate, yet they often fall short in addressing the deeper aspects of human connection. These platforms, underpinned by capitalist motives, tend to commodify social interactions, leveraging loneliness to drive engagement and profit. While they provide temporary relief from isolation, they often lack the ability to foster substantial, long-lasting relationships

Market research

In the realm of digital solutions for social connection, dating apps, online gaming, and social media dominate, yet they often fall short in addressing the deeper aspects of human connection. These platforms, underpinned by capitalist motives, tend to commodify social interactions, leveraging loneliness to drive engagement and profit. While they provide temporary relief from isolation, they often lack the ability to foster substantial, long-lasting relationships

Who is this for

Connectopia is designed for people who feel disconnected in busy urban environments — students, newcomers and anyone looking to break out of their routine and meet others with shared interests. It appeals to digital natives who enjoy gaming but crave real‑world interactions.

Who is this for

Connectopia is designed for people who feel disconnected in busy urban environments — students, newcomers and anyone looking to break out of their routine and meet others with shared interests. It appeals to digital natives who enjoy gaming but crave real‑world interactions.

How it works

Players begin by picking their social priorities (e.g., hobbies, causes) and choosing a resident character who “moves into” their wearable pendant . As they walk around in the physical world, the device guides them toward nearby people with similar interests. NFC stickers act as exchange points: users can leave or collect items to customise their avatars or rooms, and even discover messages left by others . Abandoned tags transform into “egg stations” where rare characters can be found and virtual items traded, encouraging ongoing exploration and community engagement.

How it works

Players begin by picking their social priorities (e.g., hobbies, causes) and choosing a resident character who “moves into” their wearable pendant . As they walk around in the physical world, the device guides them toward nearby people with similar interests. NFC stickers act as exchange points: users can leave or collect items to customise their avatars or rooms, and even discover messages left by others . Abandoned tags transform into “egg stations” where rare characters can be found and virtual items traded, encouraging ongoing exploration and community engagement.

Concept & Design

I translated the cultural study into a quiet, real-world invitation system: a minimal pendant plus a lightweight app where presence is opt-in and time-boxed. I first mapped the notice→approach→exchange loop on paper, then built a tappable prototype to test tone, safety, and battery impact. Feedback from diary runs pushed key decisions: no live people maps, matching only at shared NFC touchpoints, mutual confirmation at the spot, and duty-cycled scans with a one-tap quiet mode. The result is an interaction that feels intentional and human, not attention-hungry.

Concept & Design

I translated the cultural study into a quiet, real-world invitation system: a minimal pendant plus a lightweight app where presence is opt-in and time-boxed. I first mapped the notice→approach→exchange loop on paper, then built a tappable prototype to test tone, safety, and battery impact. Feedback from diary runs pushed key decisions: no live people maps, matching only at shared NFC touchpoints, mutual confirmation at the spot, and duty-cycled scans with a one-tap quiet mode. The result is an interaction that feels intentional and human, not attention-hungry.

Characters

During onboarding, players pick one of three Connectopian scientists to accompany them . These characters “travel from their planet” to study human social behaviour, each offering unique assistance based on their personality. Once enough people have been met, the character returns home, and the journey becomes an achievement in the user’s gallery. Rare Connectopians from egg stations carry special attributes that unlock exclusive social circles and interests .

Characters

During onboarding, players pick one of three Connectopian scientists to accompany them . These characters “travel from their planet” to study human social behaviour, each offering unique assistance based on their personality. Once enough people have been met, the character returns home, and the journey becomes an achievement in the user’s gallery. Rare Connectopians from egg stations carry special attributes that unlock exclusive social circles and interests .

Design system

I built one system across device and app: the pixel grid shapes UI and resident silhouettes, while a limited palette keeps the LED grammar legible on hardware. LED and haptic patterns mirror micro-interactions on screen, and short directional copy carries consent and safety without noise. I stress-tested contrast, motion, and low-stimulus modes so heads-up use stays accessible in low light and high noise. The language scales calmly as features grow.

Design system

I built one system across device and app: the pixel grid shapes UI and resident silhouettes, while a limited palette keeps the LED grammar legible on hardware. LED and haptic patterns mirror micro-interactions on screen, and short directional copy carries consent and safety without noise. I stress-tested contrast, motion, and low-stimulus modes so heads-up use stays accessible in low light and high noise. The language scales calmly as features grow.

Outcomes &
Next Steps

Early testing focused on dense places and tracked only signals that matter: steady session cadence, mutual reveals clustering at shared touchpoints, and repeat visits to the same spots within a few days; safety load stayed low and resolvable. The business model stays simple: a low-cost pendant makes intent legible in the real world, software seasons fund operations, and growth follows place-by-place density rather than ads. Next step is a small, safety-first rollout in one location to confirm repeat behavior before widening scope.

Outcomes &
Next Steps

Early testing focused on dense places and tracked only signals that matter: steady session cadence, mutual reveals clustering at shared touchpoints, and repeat visits to the same spots within a few days; safety load stayed low and resolvable. The business model stays simple: a low-cost pendant makes intent legible in the real world, software seasons fund operations, and growth follows place-by-place density rather than ads. Next step is a small, safety-first rollout in one location to confirm repeat behavior before widening scope.

Let's build

together

NEW YORK, US

09:41 PM

LAST UPDATED

SEPT 2025

Let's build

together

NEW YORK, US

09:41 PM

LAST UPDATED

SEPT 2025

Let's build

together

NEW YORK, US

09:41 PM

LAST UPDATED

SEPT 2025