Fidget widget

Fidget widget

Pocket-Sized Stress Relief, One Vibration at a Time.

Pocket-Sized Stress Relief, One Vibration at a Time.

An Android widget using customizable haptic feedback to help students focus, relax, and boost creativity

An Android widget using customizable haptic feedback to help students focus, relax, and boost creativity

project summary

project summary

Fidget Widget is an Android-based tactile tool designed to provide discreet haptic stimulation for stress relief, focus, and creativity. Developed over multiple sprints as part of an Interaction Design Thesis, it integrates Human-Computer Interaction principles with advanced haptics to deliver a personalized, non-disruptive support system for students and young professionals.

Fidget Widget is an Android-based tactile tool designed to provide discreet haptic stimulation for stress relief, focus, and creativity. Developed over multiple sprints as part of an Interaction Design Thesis, it integrates Human-Computer Interaction principles with advanced haptics to deliver a personalized, non-disruptive support system for students and young professionals.

Final Settings Wireframes

Final Settings Wireframes

my role

my role

UX Researcher

UX Researcher

Interaction Designer

Interaction Designer

Prototyping and Wireframing

Prototyping and Wireframing

Usability Tester

Usability Tester

Visual Designer

Visual Designer

platform

platform

Android smartphones.

Android smartphones.

Potential future adaptability for wearables.

Potential future adaptability for wearables.

tools and methods

tools and methods

Figma

Figma

Android Studio (Kotlin)

Android Studio (Kotlin)

A/B testing

A/B testing

Typography & Color System Design

Typography & Color System Design

Surveys

Surveys

User Interviews

User Interviews

CHALLENGE

The Silent Crisis Behind the Sirens

CHALLENGE

The Silent Crisis Behind the Sirens

Why

Why

Designing a discreet, tactile support tool for high-stress environments

Designing a discreet, tactile support tool for high-stress environments

College students often face stress, anxiety, and difficulty focusing during academic work.

College students often face stress, anxiety, and difficulty focusing during academic work.

Physical fidget tools can be disruptive or impractical in quiet environments.

Physical fidget tools can be disruptive or impractical in quiet environments.

Existing mobile wellness tools rarely focus on tactile interaction.

Existing mobile wellness tools rarely focus on tactile interaction.

Maintaining user engagement without visual dependency.

Maintaining user engagement without visual dependency.

solution

solution

A customizable Android widget delivering rich haptic feedback without requiring visual engagement, enabling users to discreetly manage stress, enhance focus, and boost creativity anywhere.

A customizable Android widget delivering rich haptic feedback without requiring visual engagement, enabling users to discreetly manage stress, enhance focus, and boost creativity anywhere.

outcome

outcome

Identified Elastic Rectangle and Basic Button as most effective tactile interactions.

Identified Elastic Rectangle and Basic Button as most effective tactile interactions.

Selected optimal haptic patterns (Bounce, Wobble) through user testing.

Selected optimal haptic patterns (Bounce, Wobble) through user testing.

Created high-fidelity prototypes aligned with user feedback.

Created high-fidelity prototypes aligned with user feedback.

Established a prioritized MVP scope for final build.

Established a prioritized MVP scope for final build.

Documented actionable insights for long-term feature development.

Documented actionable insights for long-term feature development.

my contribution

my contribution

Defined research methodology and user personas.

Defined research methodology and user personas.

Conducted structured A/B testing with haptic variations.

Conducted structured A/B testing with haptic variations.

Designed and refined three primary interaction modes.

Designed and refined three primary interaction modes.

Built interactive prototypes for usability evaluation.

Built interactive prototypes for usability evaluation.

Synthesized feedback into actionable design decisions.

Synthesized feedback into actionable design decisions.

problem statement

Pocket Calm in Your Palm

problem statement

Pocket Calm in Your Palm

problem

problem

Students experience high stress, anxiety, and distraction, impacting focus and creativity.

Students experience high stress, anxiety, and distraction, impacting focus and creativity.

Few discreet, digital tools address tactile engagement for mental wellness.

Few discreet, digital tools address tactile engagement for mental wellness.

current solutions

current solutions

Physical fidget toys are not always discreet or accessible.

Physical fidget toys are not always discreet or accessible.

Wellness apps often rely on visual engagement, limiting use in certain contexts.

Wellness apps often rely on visual engagement, limiting use in certain contexts.

Study aids rarely integrate customizable tactile feedback.

Study aids rarely integrate customizable tactile feedback.

why now?

why now?

In today’s fast-paced world, stress levels are climbing for students and professionals. Long hours on screens, constant notifications, and blurred lines between work, school, and personal life lead to fatigue and burnout. People need quick, discreet ways to reset without stepping away from devices. New mobile haptics now deliver nuanced tactile sensations beyond simple vibrations, creating a chance to merge mental wellness with everyday tech and provide an immediate portable tool to reduce stress, improve focus, and spark creativity when it’s needed most.

In today’s fast-paced world, stress levels are climbing for students and professionals. Long hours on screens, constant notifications, and blurred lines between work, school, and personal life lead to fatigue and burnout. People need quick, discreet ways to reset without stepping away from devices. New mobile haptics now deliver nuanced tactile sensations beyond simple vibrations, creating a chance to merge mental wellness with everyday tech and provide an immediate portable tool to reduce stress, improve focus, and spark creativity when it’s needed most.

what's missing?

what's missing?

Tools that offer discreet, non-visual sensory engagement.

Tools that offer discreet, non-visual sensory engagement.

Solutions designed specifically for mental focus and stress relief in academic or professional settings.

Solutions designed specifically for mental focus and stress relief in academic or professional settings.

Features that adapt haptic feedback to individual needs and preferences.

Features that adapt haptic feedback to individual needs and preferences.

Integration of tactile tools into daily mobile workflows without disruption.

Integration of tactile tools into daily mobile workflows without disruption.

TL;DR

TL;DR

Students need a discreet, accessible, research-backed tactile tool to improve focus, creativity, and stress management without disrupting their surroundings.

Students need a discreet, accessible, research-backed tactile tool to improve focus, creativity, and stress management without disrupting their surroundings.

the opportunity

the opportunity

Research confirms tactile interaction supports self-regulation and concentration.

Research confirms tactile interaction supports self-regulation and concentration.

Android’s openness allows custom haptic patterns and nuanced control.

Android’s openness allows custom haptic patterns and nuanced control.

Broad potential for use cases, from study sessions to professional presentations.

Broad potential for use cases, from study sessions to professional presentations.

Ability to serve diverse cognitive and sensory needs.

Ability to serve diverse cognitive and sensory needs.

Opportunity to merge mental wellness and interaction design in a mobile-first product.

Opportunity to merge mental wellness and interaction design in a mobile-first product.

Contraints

Hurdles on the Road to a Calmer, More Focused Experience

Contraints

Hurdles on the Road to a Calmer, More Focused Experience

time contraints

time contraints

Multiple sprint deadlines over one semester.

Multiple sprint deadlines over one semester.

Iteration limited by academic project timeline.

Iteration limited by academic project timeline.

Need to balance research and prototyping in short cycles.

Need to balance research and prototyping in short cycles.

research barriers

research barriers

Limited participant pool for in-depth usability testing.

Limited participant pool for in-depth usability testing.

Restrictions on in-person testing due to scheduling.

Restrictions on in-person testing due to scheduling.

Reliance on self-reported data for emotional responses.

Reliance on self-reported data for emotional responses.

Trade-Offs

Trade-Offs

Chose Android over iOS for haptic flexibility.

Chose Android over iOS for haptic flexibility.

Prioritized core interactions over advanced features in MVP.

Prioritized core interactions over advanced features in MVP.

Focused on minimal visuals to emphasize tactile experience.

Focused on minimal visuals to emphasize tactile experience.

What success looks like

What success looks like

High engagement during and after testing phases.

High engagement during and after testing phases.

Positive emotional feedback and stress-relief outcomes.

Positive emotional feedback and stress-relief outcomes.

Continued voluntary use beyond research period.

Continued voluntary use beyond research period.

Strong alignment between tactile response and user preference.

Strong alignment between tactile response and user preference.

Low fidelity Wireframes

Initial solutions

Low fidelity Wireframes

Initial solutions

button interaction

button interaction

Tactile switch-like press for a satisfying click-and-vibrate response.

Tactile switch-like press for a satisfying click-and-vibrate response.

Haptic feedback mimics pressing a physical button for familiarity.

Haptic feedback mimics pressing a physical button for familiarity.

Designed for quick, discreet activation during moments of stress.

Designed for quick, discreet activation during moments of stress.

elastic interaction

elastic interaction

Pull-and-release motion that mimics the feel of stretching an elastic band.

Pull-and-release motion that mimics the feel of stretching an elastic band.

Bounce-style haptic feedback that gives a playful yet calming sensation.

Bounce-style haptic feedback that gives a playful yet calming sensation.

Encourages rhythmic, repetitive motion to aid focus and stress relief.

Encourages rhythmic, repetitive motion to aid focus and stress relief.

touch interaction

touch interaction

Responds to finger movement and pressure across the widget’s surface.

Responds to finger movement and pressure across the widget’s surface.

Varies vibration intensity based on user touch input.

Varies vibration intensity based on user touch input.

Encourages exploration but requires more precision than other modes.

Encourages exploration but requires more precision than other modes.

Mid fidelity wireframes

made for usability testing

Mid fidelity wireframes

made for usability testing

button interaction

button interaction

elastic interaction

elastic interaction

touch interaction

touch interaction

research & insights

Putting the Widget to the Test: Real Users, Real Feedback

research & insights

Putting the Widget to the Test: Real Users, Real Feedback

my approach

my approach

Conducted surveys and interviews with students and recent graduates to understand stress management needs.

Conducted surveys and interviews with students and recent graduates to understand stress management needs.

Ran within-subjects A/B testing for Button, Touch Sensitivity, and Rubber Band interactions.

Ran within-subjects A/B testing for Button, Touch Sensitivity, and Rubber Band interactions.

Paired each preferred design with haptic feedback types 2, 3, 4, and 5 for further evaluation.

Paired each preferred design with haptic feedback types 2, 3, 4, and 5 for further evaluation.

Used "Thinking Aloud" and post-test questionnaires to capture both qualitative and quantitative feedback.

Used "Thinking Aloud" and post-test questionnaires to capture both qualitative and quantitative feedback.

Logged engagement duration and preference counts to identify top-performing combinations.

Logged engagement duration and preference counts to identify top-performing combinations.

participants

participants

6 students across different majors.

6 students across different majors.

2 recent graduates in early professional roles.

2 recent graduates in early professional roles.

All frequent Android users with experience in study-related stress management.

All frequent Android users with experience in study-related stress management.

Usability testing summary

Usability testing summary

Purpose, Goal, and Objectives: The usability study aimed to determine user preferences for Button, Touch Sensitivity, and Rubber Band interactions through A/B testing, while pairing each with haptic feedback types 2, 3, 4, and 5. Goals included identifying the most engaging design–haptic combination, assessing impact on focus and stress management, and informing customizable haptic options.

Purpose, Goal, and Objectives: The usability study aimed to determine user preferences for Button, Touch Sensitivity, and Rubber Band interactions through A/B testing, while pairing each with haptic feedback types 2, 3, 4, and 5. Goals included identifying the most engaging design–haptic combination, assessing impact on focus and stress management, and informing customizable haptic options.

Quantitative Metrics

Quantitative Metrics

Number of participants preferring each interaction type.

Number of participants preferring each interaction type.

Number of participants rating each haptic type as most satisfying.

Number of participants rating each haptic type as most satisfying.

Frequency of neutral or negative responses toward each interaction.

Frequency of neutral or negative responses toward each interaction.

Engagement duration with each interaction–haptic combination.

Engagement duration with each interaction–haptic combination.

Proportion of participants indicating potential for stress relief or focus improvement.

Proportion of participants indicating potential for stress relief or focus improvement.

key findings

key findings

Users valued responsive haptics that aligned with visual animations.

Users valued responsive haptics that aligned with visual animations.

Subtle animations increased immersion without distracting from tasks.

Subtle animations increased immersion without distracting from tasks.

Touch interaction required more precision than desired for quick stress relief.

Touch interaction required more precision than desired for quick stress relief.

Elastic and Button interactions felt intuitive and satisfying.

Elastic and Button interactions felt intuitive and satisfying.

Planned Improvements

Planned Improvements

Exclude Touch Interaction from the MVP based on mixed feedback and lower user preference.

Exclude Touch Interaction from the MVP based on mixed feedback and lower user preference.

Fine-tune haptic patterns for elasticity and button press.

Fine-tune haptic patterns for elasticity and button press.

Optimize battery usage for longer sessions.

Optimize battery usage for longer sessions.

Expand customization options in settings.

Expand customization options in settings.

TL;DR

TL;DR

Testing validated the concept, identified the most engaging interactions, and shaped the MVP scope toward simplicity and effectiveness.

Testing validated the concept, identified the most engaging interactions, and shaped the MVP scope toward simplicity and effectiveness.

Final Prototypes

fully polished

Final Prototypes

fully polished

elastic prototype

elastic prototype

button prototype

button prototype

Results & Impact

From Concept to Clicks: Measuring the Real-World Effect

Results & Impact

From Concept to Clicks: Measuring the Real-World Effect

what i delivered

what i delivered

Research-driven interaction design ready for final build.

Research-driven interaction design ready for final build.

High-fidelity prototypes tested and validated with users.

High-fidelity prototypes tested and validated with users.

Clear MVP roadmap with prioritized features.

Clear MVP roadmap with prioritized features.

Structured plan for further testing and feature expansion.

Structured plan for further testing and feature expansion.

what wasnt tested

what wasnt tested

Long-term engagement in real-world environments.

Long-term engagement in real-world environments.

Impact on academic performance over multiple weeks.

Impact on academic performance over multiple weeks.

Cross-device performance optimization.

Cross-device performance optimization.

what id do with more time

what id do with more time

Extend user testing to larger and more diverse populations.

Extend user testing to larger and more diverse populations.

Integrate wearable compatibility for broader use cases.

Integrate wearable compatibility for broader use cases.

Experiment with multi-sensory feedback combining audio and haptics.

Experiment with multi-sensory feedback combining audio and haptics.

Explore accessibility features for neurodiverse users.

Explore accessibility features for neurodiverse users.

lessons learned

lessons learned

Tactile feedback can be a primary interaction method, not just an enhancement.

Tactile feedback can be a primary interaction method, not just an enhancement.

Early design validation prevents wasted development effort.

Early design validation prevents wasted development effort.

Minimalism can drive focus when paired with rich sensory interaction.

Minimalism can drive focus when paired with rich sensory interaction.

Iterative user feedback is essential to refining both form and function.

Iterative user feedback is essential to refining both form and function.