Presence project overview

Product Design · Figma Hackathon

Presence

In 48 hours at a Figma Hackathon, our team of four designed a speculative wearable that gently guides wandering attention back, without pings, timers or guilt.

Timeline
48 hoursFigma Hackathon 2026
Role
UX / Product Designer
Tools
FigmaFigJamFigma Make
Team
İdilSiddhantJaswenthShreya Ramanan

Problem

Focus tools answer drifting attention with more interruption: pings, timers, app blockers and scores. Underneath most of them is the same message, that you should be doing better. None of them let you simply come back.

Solution

A wearable that notices drift, responds with a soft haptic pulse, and acknowledges your return with one warm glow. No streaks, no logs, and a companion app that never keeps score.

48
Hours
4
Designers
1
Working prototype
0
Streaks or scores

Context

The Challenge

Presence explores what it means to design for something you can't see: the moment your mind wanders, and the quiet act of coming back. Instead of asking how to force focus, we asked what guidance feels like when it doesn't judge.

The problem wasn't that attention drifts. It was that nothing handled the drift with any softness. Every existing tool added friction to a moment that was already fragile.

There's no tool that just lets you come back.

Discovery

Mapping Calm Technology

With 48 hours, research had to move fast. We mapped three areas in parallel: how minds drift and return, what existing wearables do and why they often fail, and calm technology, which designs for the edge of awareness rather than the center of it. Presence is for people whose minds wander without noticing, not by choice.

Who Presence is for: unintentional wanderers.
Who Presence is for: unintentional wanderers.

Image 1 / 3

The most important interaction isn't the cue. It's the return.

Ideation

Soft Light, Not a Searchlight

We needed a way to make an invisible experience tangible, and the firefly became our metaphor: intermittent, soft, warm, and never demanding. The interaction logic followed from it. The wearable notices drift, sends a gentle pulse rather than a buzz, and asks nothing if you don't come back right away. Only the return is acknowledged; the drift is never recorded.

Firefly metaphor
Firefly metaphor. Interaction logic: detect, cue, return.

Idea 1 / 2

Design

Nothing That Demands

The final prototype covers the device, its idle and drift states, the return cue, and the companion app. The app shows only the current focus state, session length, and one soft action to start or end a session, with no history graphs and no comparisons to yesterday.

The return moment

One warm glow, then silence. No reward animation, no counter.
The return moment

Companion app

Minimal by design: state, session, and one gentle action.
Companion app

The team

Designed in 48 hours with İdil Kale, Jaswenth Sivaraman and Siddhant Rajvanshi.
The team
The prototype in motion.

Deliverables

What We Built in 48 Hours

Interaction model

Detect drift, one soft pulse, acknowledge the return.

Device states

Idle, drift and return, each with its own light behavior.

Companion app

State, session and one gentle action, with no scores or history.

Working prototype

The full experience, prototyped within the hackathon.

Outcome

What's Next

What was delivered

  • A working prototype in 48 hours
  • Device idle, drift and return states
  • A companion app with no scores or history

What I'd test next

  • Test whether a single haptic pulse is noticed without being disruptive
  • Explore privacy-first drift detection
  • Run short diary studies on how the return moment feels

Reflection

What this project taught me

Designing for something invisible meant designing the feeling around it. Presence taught me that what a product chooses not to track can matter as much as what it shows, and that caring for a user can sometimes mean doing less.