
Overview
BreathVoyage was created as a more interactive and engaging gamified biofeedback system. This system combines a breathing sensor and visual gameplay, allowing participants to practice correct and sustained breathing techniques in a fun and engaging way, effectively alleviating anxiety and stress.
BreathVoyage was created as a more interactive and engaging gamified biofeedback system. This system combines a breathing sensor and visual gameplay, allowing participants to practice correct and sustained breathing techniques in a fun and engaging way, effectively alleviating anxiety and stress.
Timeline
May 2024 - Aug 2024 (3 months)
May 2024 - Aug 2024 (3 months)
Role
Digital Designer
Digital Designer
Design Process
Background
Market Research
Background
Market Research
DISCOVER
Exploration Process
Design Strategy
Participatory Design
Preliminary Design
Sensor Devices Development and Iteration
Prototype Development
DEVELOP
Game Mechanism
User Interface Design
Experiment and Results
Conclusion
DELIVER
Demo Video
Demo Video
Background
Background
There are about 264 million people who suffer from anxiety disorders all over the world (Organization, 2017). According to previous research, proper breathing techniques can effectively relieve anxiety and benefit physical and mental health (Jerath et al., 2015). However, many people do not know how to perform effective breathing exercises (Vanutelli et al., 2024).
There are about 264 million people who suffer from anxiety disorders all over the world (Organization, 2017). According to previous research, proper breathing techniques can effectively relieve anxiety and benefit physical and mental health (Jerath et al., 2015). However, many people do not know how to perform effective breathing exercises (Vanutelli et al., 2024).


Discover
Market Research
Market Research
In the early stage, I researched as many ways as possible to relieve anxiety and stress. I also researched fidget toys and decompression tools. It is further classified into breathing-related fidget toys.
In the early stage, I researched as many ways as possible to relieve anxiety and stress. I also researched fidget toys and decompression tools. It is further classified into breathing-related fidget toys.


During this process, I discovered digital fidget toys, such as TheaWellbeing Melo (TheaWellbeing, 2024), Moonbird (Moonbird, n.d.), CalmiGo (CalmiGo, 2015) and other product.
During this process, I discovered digital fidget toys, such as TheaWellbeing Melo (TheaWellbeing, 2024), Moonbird (Moonbird, n.d.), CalmiGo (CalmiGo, 2015) and other product.


Discover
Exploration Process
After exploring and experiencing different types of decompression products, I found that the feedback of breathing on the physical level is more intuitive and effective. For this, I designed a sketch to use breathing to drive the fan, visualize the breathing process physically, and thus perform the minimum MVP test.
After exploring and experiencing different types of decompression products, I found that the feedback of breathing on the physical level is more intuitive and effective. For this, I designed a sketch to use breathing to drive the fan, visualize the breathing process physically, and thus perform the minimum MVP test.


The design utilizes an internal infrared distance sensor to collect the fan speed to reflect the user's breathing rate.
The design utilizes an internal infrared distance sensor to collect the fan speed to reflect the user's breathing rate.


Develop
Design Strategy
Design Strategy
I found that although this handheld device is more intuitive regarding breathing visualization, it has certain limitations in cultivating unconscious deep breathing habits. In contrast, using biosensors that do not interfere with a user's normal breathing can be more effective in training them to control their breathing while unconscious. This method is more reasonable in developing long-term breathing habits than physical tools.
I found that although this handheld device is more intuitive regarding breathing visualization, it has certain limitations in cultivating unconscious deep breathing habits. In contrast, using biosensors that do not interfere with a user's normal breathing can be more effective in training them to control their breathing while unconscious. This method is more reasonable in developing long-term breathing habits than physical tools.
What we do


Develop
Participatory Design
Participatory Design
To tailor BreathVoyage's design to users' needs, we conducted participatory design sessions to explore the game's design concepts in depth. I invited two students to participate in the design. They are familiar with biofeedback games and need breathing exercises.
To tailor BreathVoyage's design to users' needs, we conducted participatory design sessions to explore the game's design concepts in depth. I invited two students to participate in the design. They are familiar with biofeedback games and need breathing exercises.


One is the theme of space dress-up; the game concept is that the player lets the objects in the room gradually change from black and white to colour.
One is the theme of space dress-up; the game concept is that the player lets the objects in the room gradually change from black and white to colour.


Another theme is that the player will be an explorer, using the correct way of breathing to enter the lake, grass, mountains, sky, and stars, in turn, at five levels, and each level represents a unique environment and breathing challenges.
Another theme is that the player will be an explorer, using the correct way of breathing to enter the lake, grass, mountains, sky, and stars, in turn, at five levels, and each level represents a unique environment and breathing challenges.
Develop
Preliminary Design
Preliminary Design
A coherent game narrative and a spatially felt setting aligned more with engaging design and functional goals to relieve stress. The second option is more effective in engaging players and improving the effectiveness of breathing training through various challenges, clear goals, interactive design, and engaging story settings.
A coherent game narrative and a spatially felt setting aligned more with engaging design and functional goals to relieve stress. The second option is more effective in engaging players and improving the effectiveness of breathing training through various challenges, clear goals, interactive design, and engaging story settings.


Develop
Sensor Devices Development and Iteration
Sensor Devices Development and Iteration
To ensure that the functionality, reliability, and user comfort could be improved progressively, the sensor device's manufacturing process has undergone many iterations.
To ensure that the functionality, reliability, and user comfort could be improved progressively, the sensor device's manufacturing process has undergone many iterations.
Sensor Selection
The Force Sensing Resistor (FSR) was chosen because of its cost-effectiveness and accuracy in measuring abdominal pressure during breathing. The sensors are integrated with the Arduino platform, and the data is then transferred to Unity for real-time game interaction.
The Force Sensing Resistor (FSR) was chosen because of its cost-effectiveness and accuracy in measuring abdominal pressure during breathing. The sensors are integrated with the Arduino platform, and the data is then transferred to Unity for real-time game interaction.


This integration allows the game's biofeedback mechanism to provide instant and relevant feedback to users based on their breathing patterns. Here is a flowchart that summarizes how it works.
This integration allows the game's biofeedback mechanism to provide instant and relevant feedback to users based on their breathing patterns. Here is a flowchart that summarizes how it works.


Different Stages of The Hardware Iteration
Initially, the Arduino UNO and breadboard were chosen as the initial prototype platforms for the sensor circuit due to their ease of use and robust features, ideal for development and testing.
Then, to better suit embedded and wearable devices, I upgraded from the Arduino UNO to the more compact Arduino Nano, necessitating voltage adjustments to maintain stable, high-resolution sensor data output.
To enhance connection stability and ensure reliable data acquisition, the circuit was transferred from jumper wires to a custom to Printed Circuit Board (PCB) for soldering, significantly improving system reliability.
Initially, the Arduino UNO and breadboard were chosen as the initial prototype platforms for the sensor circuit due to their ease of use and robust features, ideal for development and testing.
Then, to better suit embedded and wearable devices, I upgraded from the Arduino UNO to the more compact Arduino Nano, necessitating voltage adjustments to maintain stable, high-resolution sensor data output.
To enhance connection stability and ensure reliable data acquisition, the circuit was transferred from jumper wires to a custom to Printed Circuit Board (PCB) for soldering, significantly improving system reliability.


Design of wearable devices
The sensor unit was iteratively optimized for stability, accuracy, and user experience, resulting in a final design that can be flexibly adjusted to different body locations and maintain a stable fit during use.
The sensor unit was iteratively optimized for stability, accuracy, and user experience, resulting in a final design that can be flexibly adjusted to different body locations and maintain a stable fit during use.


Develop
Prototype Development
Prototype Development
During BreathVoyage's development, prototyping was crucial for validating core concepts and biofeedback mechanisms, with scene construction and interactive elements refined through iterative optimization.
During BreathVoyage's development, prototyping was crucial for validating core concepts and biofeedback mechanisms, with scene construction and interactive elements refined through iterative optimization.
Scenario Primary Design and Validation
During the prototyping phase, I focused on validating the core concept of breath-controlled interaction by using Blender to create the initial lake scene, prioritizing functionality over aesthetics.
During the prototyping phase, I focused on validating the core concept of breath-controlled interaction by using Blender to create the initial lake scene, prioritizing functionality over aesthetics.


I imported the model into Unity, wrote scripts to connect breathing data with scene interactions, and focused on testing system response and biofeedback reliability through basic visual feedback.
I imported the model into Unity, wrote scripts to connect breathing data with scene interactions, and focused on testing system response and biofeedback reliability through basic visual feedback.


I conducted a small-scale user test to assess the effectiveness of breath-controlled interactions, gathering feedback to optimize scene elements and validate the core concept, providing a solid foundation for further development.
I conducted a small-scale user test to assess the effectiveness of breath-controlled interactions, gathering feedback to optimize scene elements and validate the core concept, providing a solid foundation for further development.
Iteration and Optimization of the Game
During the iteration, I enhanced the scene's visual design with complex environmental dynamics and refined 3D models, optimized character movements and feedback mechanisms for deeper immersion, and expanded the design to include more levels with unique feedback mechanisms.
During the iteration, I enhanced the scene's visual design with complex environmental dynamics and refined 3D models, optimized character movements and feedback mechanisms for deeper immersion, and expanded the design to include more levels with unique feedback mechanisms.








Develop
Game Mechanism
Game Mechanism
Level 1: Lake
The player controls a boat on a tranquil lake using belly breathing, where each breath cycle powers the boat and changes the sail's color, with successful cycles advancing the player to the next level.
The player controls a boat on a tranquil lake using belly breathing, where each breath cycle powers the boat and changes the sail's color, with successful cycles advancing the player to the next level.


Level 2: Grassland
As the character moves through a peaceful meadow, the player uses belly breathing to power the character, with each breath cycle enhancing movement and visual effects, ultimately progressing to the next level.
As the character moves through a peaceful meadow, the player uses belly breathing to power the character, with each breath cycle enhancing movement and visual effects, ultimately progressing to the next level.


Level 3: The sky
The character rises into the sky, where thick clouds obscure the bright blue sky, and the sun's brilliance disappears. The player's goal is to pass through the clouds and finally reach the rainbow gate, symbolising victory.
The character rises into the sky, where thick clouds obscure the bright blue sky, and the sun's brilliance disappears. The player's goal is to pass through the clouds and finally reach the rainbow gate, symbolising victory.
Deliver
User Interface Design
User Interface Design
The final UI is simple, intuitive, and user-tested, providing real-time feedback and easy navigation, making the game visually appealing and effective for health goals.
The final UI is simple, intuitive, and user-tested, providing real-time feedback and easy navigation, making the game visually appealing and effective for health goals.
User Flow
User Flow


Launch Page
The launch page design integrates game scene elements with soft gradient colors to create a soothing atmosphere. Based on user feedback, we optimized font styles for better recognition and avoided using green, as it can symbolize death in some cultures, making it an undesirable choice.
The launch page design integrates game scene elements with soft gradient colors to create a soothing atmosphere. Based on user feedback, we optimized font styles for better recognition and avoided using green, as it can symbolize death in some cultures, making it an undesirable choice.

Introduce Page
The introduction page offers clear instructions on sensor placement, game operation, and success conditions, while also displaying current sensor values to ensure proper functionality, providing a smooth start to the game.
The introduction page offers clear instructions on sensor placement, game operation, and success conditions, while also displaying current sensor values to ensure proper functionality, providing a smooth start to the game.


Button and Pop
All buttons feature default and active states for easy operation, while pop-ups emphasize level completion to motivate players to advance, enhancing the user experience and the game's interactive feel.
All buttons feature default and active states for easy operation, while pop-ups emphasize level completion to motivate players to advance, enhancing the user experience and the game's interactive feel.


Deliver
Experiment and Results
Experiment and Results
The experiment was designed to assess whether BreathVoyage can help users practice abdominal breathing, reduce anxiety levels, and explore the game design's appeal, user experience and usability.
The experiment was designed to assess whether BreathVoyage can help users practice abdominal breathing, reduce anxiety levels, and explore the game design's appeal, user experience and usability.
Experimental Process
The experiment recruited 17 students (including 10 women and 7 men) in a semi-enclosed space in the library with a quiet environment and a large display screen to display the game interface. The specific experimental process is as follows:
The experiment recruited 17 students (including 10 women and 7 men) in a semi-enclosed space in the library with a quiet environment and a large display screen to display the game interface. The specific experimental process is as follows:


Participants were briefed, completed pre- and post-test questionnaires, and provided feedback on their experience while being monitored for accurate data collection and user reactions during gameplay.
Participants were briefed, completed pre- and post-test questionnaires, and provided feedback on their experience while being monitored for accurate data collection and user reactions during gameplay.


Results Analysis
Games are considered the most effective method for breathing exercises or stress reduction, with 71.4% of previous users rating them as the most effective compared to audio tours (50%) and mobile apps (25%). Notably, 88.2% of participants had never used gamified or biofeedback-based games before, and 52.9% spent less than 10 minutes per session on stress-reducing activities, indicating a need for more engaging approaches.
Games are considered the most effective method for breathing exercises or stress reduction, with 71.4% of previous users rating them as the most effective compared to audio tours (50%) and mobile apps (25%). Notably, 88.2% of participants had never used gamified or biofeedback-based games before, and 52.9% spent less than 10 minutes per session on stress-reducing activities, indicating a need for more engaging approaches.


Key Findings
Key Findings
64.7% of participants regularly experience stress, highlighting the need for effective stress management tools.
64.7% of participants regularly experience stress, highlighting the need for effective stress management tools.
BreathVoyage attracted 53% of participants, with 70.6% finding it engaging, demonstrating strong user interest.
BreathVoyage attracted 53% of participants, with 70.6% finding it engaging, demonstrating strong user interest.
After using BreathVoyage, 76.5% reported improved stress management, and 64.7% enhanced their breathing techniques.
After using BreathVoyage, 76.5% reported improved stress management, and 64.7% enhanced their breathing techniques.
58.8% of participants felt they could apply the breathing techniques from BreathVoyage to real-life situations requiring behavior change.
58.8% of participants felt they could apply the breathing techniques from BreathVoyage to real-life situations requiring behavior change.




User Feedback and Evaluation
User Feedback and Evaluation




Deliver
Conclusion
Conclusion
In this study, we checked the development and implementation of BreathVoyage, a biofeedback game designed to improve the effectiveness and sustained engagement of breathing training. By incorporating gamification elements with real-time physiological feedback, BreathVoyage addresses the limitations of traditional breathing exercises and existing biofeedback games, which are often inefficient and lack engagement.
In this study, we checked the development and implementation of BreathVoyage, a biofeedback game designed to improve the effectiveness and sustained engagement of breathing training. By incorporating gamification elements with real-time physiological feedback, BreathVoyage addresses the limitations of traditional breathing exercises and existing biofeedback games, which are often inefficient and lack engagement.