TerraSync.
An ambient desk object that adapts to its environment and turns focus into something you can cultivate.
Brief Overview
Calm technology for focus and motivation
TerraSync is a dome shaped ambient desk lamp inspired by a terrarium, soft, living, and quietly responsive. Instead of demanding attention like most productivity tools, it stays peripheral and supports focus through light, subtle feedback, and a gentle sense of progress.
The object pairs a physical environment with a synchronized Unity ecosystem on the user’s laptop. Ambient light in the room influences both the lamp brightness and the terrarium day and night state, creating a cohesive relationship between the workspace and the digital world.
TerraSync also introduces a focus interaction. A single button begins a growth cycle in the digital terrarium that visually represents sustained focus. Pausing requires confirmation to avoid accidental interruption. If the user confirms a pause, the plant withers, creating a soft but clear consequence that encourages intentional breaks.
Initial Model Design
A compact integrated form with a translucent dome for light diffusion and an opaque base that conceals the electronics, creating a clean and cohesive prototype.
The Problem
Most focus tools compete for attention
I also wanted the physical environment to matter. Lighting and atmosphere affect motivation, but most tools ignore the workspace and live only on a screen. TerraSync reframes focus as an ecosystem: shaped by the room, reinforced through gentle cues, and guided by intentional interactions.
The Solution
A synchronized physical + digital ecosystem
1) Ambient adaptation: a photoresistor senses room brightness, and the lamp responds with a soft, diffused glow that fits the environment.
2) Digital synchronization: the Arduino sends sensor data to Unity via serial communication, mapping the workspace into a terrarium simulation (day/night shifts based on real light or time).
3) Intentional focus interaction: the button toggles focus states that drive plant growth, pause requests, and withering, making breaks deliberate and visible.
Research
What focus support should feel like
Core Value Proposition
Make focus feel cultivated, not measured
Every design decision mapped to three questions:
• Is this calm enough to stay in the background?
• Does it reward focus without pressuring the user?
• Does it make breaks more intentional?
Support deep work through ambient, environment-aware feedback so focus feels like something you grow, not something you chase.
Build Process
Growing the system
If you're intereted in the technical implementation details such as circuit schematics, resistor calculations, or bill of materials, they are documented on my GitHub page found here.
Breadboard prototype
Verifying these behaviors early made it much easier to write the Unity scripts later, since I already knew the hardware inputs were working and sending consistent data.
Early Unity tests focused on implementing the four state button interaction that would later control the focus system. I built this early because I wanted pausing a study session to be intentional rather than accidental, which required more than a simple button press. I also mapped the photoresistor to the shading of a sphere in Unity so ambient light changes would visibly affect the scene. These quick tests helped confirm that the serial communication could reliably support the interactions I planned to build later.
From Arduino to Unity
By establishing this basic feedback loop, I ensured the connection was stable before layering in the more complex terrarium behaviors later in development.
The button was originally placed on the side of the base, but the enclosure was too light to support a side press without sliding across the desk. I moved the button to the top of the lamp so it could be pressed downward more naturally and reliably. The dome filament was also changed from clear to white so the internal wiring would not be visible while still allowing light to diffuse softly through the enclosure.
I also replaced the RGB LED with three separate LEDs in white, yellow, and blue to create softer ambient lighting that remained visible through the dome without feeling overly saturated. To keep the lamp compact, the final electronics were organized onto a mini breadboard and paired with an Arduino shield, allowing all wiring and components to fit neatly inside the base while maintaining a reasonable overall size.
Final Enclosure Design
The final prototype uses a 3D printed base and white dome to diffuse the light and hide the electronics. The button is exposed due to time constraints, but a future iteration would integrate a cleaner cover for the interaction point.
Visual Direction
Making the prototype read like a product
Designing the visual system.
The interface uses a soft, desaturated color palette to communicate focus states without feeling urgent or distracting. Rounded button shapes and simple typography reinforce the calm tone of the system. I also selected stylized Unity plant assets that match this aesthetic so the digital terrarium feels cohesive with the physical lamp and overall visual language.
Designing the digital environment.
I chose soft, stylized Unity assets and a bright natural color palette to create a calm, approachable environment. The placement of plants and objects was intentionally layered to feel immersive without distracting from the overall sense of quiet focus.
Prototype Walkthrough
How TerraSync behaves
Physical inputs, responsive states.
The interaction is driven by two physical inputs: a button and a photoresistor. The button controls the focus states of the system, allowing the user to start focus mode, request a pause, and confirm that pause so the interaction feels intentional rather than accidental.
The photoresistor reads ambient light in the room and sends that data to Unity, allowing the digital environment to respond naturally to changes in lighting. Together these inputs connect the physical workspace with the digital terrarium, creating a system where both user actions and environmental conditions influence the experience.
Reflection and Next Steps
Opportunities for iteration
If development continued, the next steps would include a competitive analysis of existing ambient focus products and digital environments, along with usability testing to observe how people interact with the focus states and plant feedback. Insights from this research would guide refinements to the interaction model, visual feedback, and physical design.
Viewing the full system.
The digital terrarium was designed to function at a widget sized scale so it can live quietly on the user’s screen without competing with other work. Keeping the scene small reinforces the idea of calm technology, allowing the system to remain peripheral while still providing gentle visual feedback that complements the physical lamp.