Lux et Memoria:
Holographic Habit Assistant

01. OVERVIEW
01. OVERVIEW
This is a physical product design project for Utrecht University's Interaction Technology Innovation course, focused on enchanting everyday objects by giving them that wow factor. This research proposes a habit tracker that leverages 3D holographic technology to create an immersive and interactive environment for tracking, maintaining, and improving user habits. I collaborated with a team of six HCI students, where I co-led and designed the user research study to gather qualitative data. Moreover, I also served as the designated user researcher to understand and leverage previously validated UX studies to justify design decisions.
This is a physical product design project for Utrecht University's Interaction Technology Innovation course, focused on enchanting everyday objects by giving them that wow factor. This research proposes a habit tracker that leverages 3D holographic technology to create an immersive and interactive environment for tracking, maintaining, and improving user habits. I collaborated with a team of six HCI students, where I co-led and designed the user research study to gather qualitative data. Moreover, I also served as the designated user researcher to understand and leverage previously validated UX studies to justify design decisions.

Role

Role

UX Researcher

UX Researcher

Timeline

Timeline

January 2024 - April 2024

January 2024 - April 2024

Team

Team

2 Designers, 2 Researchers, 2 Developers

2 Designers, 2 Researchers, 2 Developers

02. USER RESEARCH & IDEATION
02. USER RESEARCH & IDEATION

Identifying the problem

Identifying the problem

In personal development, the challenge of effectively tracking and improving habits in a way that engages and motivates individuals remains significant. Currently, both paper and digital habit tracking methods fall short in sustaining long-term engagement and motivation. This issue is critical as habits form the backbone of daily productivity, well-being, and overall success. We developed Lux et Memoria, a holographic habit tracker, to enhance the way individuals track, maintain, and improve their habits.

Pain points
Pen-and-paper logs

Tracking by paper often becomes repetitive and dull, leading to decreased user engagement over time. Research suggests this decline is linked to decision fatigue caused by competing tasks and distractions from daily life. Additionally, the absence of reminders means users must rely entirely on memory, and the lack of clear visualization makes progress difficult to interpret.

Digital mobile devices

Mobile apps demand a high degree of self-motivation, and research shows that creating habit consistency depends more on repetition than willpower alone. While apps often rely on notifications to nudge user actions, these alerts can quickly become intrusive, contributing to notification fatigue and disengagement.

Opportunities
Novel experience to sustain user engagement

Habit tracking can become more meaningful by introducing interactive and visually captivating experiences that motivate users to return consistently and sustain long-term progress.

Emotional connection as motivation

Users' emotional attachment to digital entities, such as virtual pets, allows for the influence of behavior in interactive technology.

Clear and dynamic visualization of progress

Visual feedback that makes achievements tangible can help users see growth over time, reinforcing their efforts and making progress feel more rewarding.

Letting go of gravity

Letting go of gravity

During this stage, our team imagined the unimaginable, no rules and no restrictions. The most unique, wild, and novel notions come to life. Our team quickly iterated through concepts depicting users' experience while using a habit tracker and motivational triggers for adoption.

Meet Britt

Meet Britt

We wanted our habit tracker to be user-centric; for this reason, we made one user persona to provide our team with a clear and concentrated goal to ensure that we solidified consistency in the design process.

03. DESIGN & IMPLEMENTATION
03. DESIGN & IMPLEMENTATION

Iterative design:
Listening to user feedback

Iterative design:
Listening to user feedback

Our prototyping began with a broad concept: a holographic habit tracker combined with an alarm and a time display. Early user feedback revealed redundancy with smartphones and a preference for a simpler, habit-focused device. Through multiple Think-Aloud user sessions and design iterations, we refined the design into a compact display that motivates users through visual and emotional feedback.

Think-Aloud user testing
First iteration
Initial idea
Initial idea
Initial idea
User feedback
User feedback
User feedback
Change
Change
Change
Second iteration
Challenge
Challenge
Challenge
User feedback
User feedback
User feedback
Change
Change
Change
Third iteration
Challenge
Challenge
Challenge
User feedback
User feedback
User feedback
Change
Change
Change

Designing the final product

Designing the final product

Implementation was critical to the success of our enchanted holographic habit tracker, divided into three major subgroups: (1) the physical structure of the hologram display, (2) software for the functionality of the holographic display, and (3) visual elements that users will select to represent the respective tracked habit.

Physical structure
Inner Layer
Inner Layer
Inner Layer
Holographic Display
Holographic Display
Holographic Display
Outer Layer
Outer Layer
Outer Layer
Software functionality
Python
Python
Python
3D Animations
3D Animations
3D Animations

Meet Lux et Memoria

Meet Lux et Memoria

Below is the final iteration of the Holographic Habit Assistant, developed through multiple rounds of user feedback and ideation. Although the timeline and scope of the project did not allow for further refinement, the following functions were made available and presented to academic audiences:

  • Holographic display: Personalized, dynamic visualizations of habits and progress, consisting of three different stages: sad, neutral, and happy.

  • Interactive inputs: Incorporates a joystick, buttons, and a manual curtain in the back.

  • Habit tracking options: Offers a menu for tracking habits and streaks, setting goals, and activating habits via designated buttons.

04. DESIGN EVALUATION
04. DESIGN EVALUATION

Evaluating the experience

Evaluating the experience

To evaluate our holographic habit tracker Lux et Memoria, we focused on understanding both usability and emotional engagement. We combined heuristic evaluation (based on Nielsen’s 10 heuristics) with Thinking Aloud sessions where users verbalized their thoughts while interacting with the prototype. This allowed us to capture both functional usability insights and emotional reactions, such as enchantment or connection to the holographic pet.

Procedure
Participants

Nine participants aged 18-40, mostly students already familiar with habit-tracking apps.

Process

Each session lasted 10–15 minutes. Audio recordings and screen interactions were analyzed to understand user reactions and behavior patterns.

Survey

Likert-scale and open-ended questions measured engagement, perceived novelty, usability, and enchantment.

Analysis

NVivo was used for inductive coding and thematic analysis, cross-referencing with questionnaire data.

Key insights
Emotional engagement

Participants scored enjoyment and feedback responsiveness highly. Eight out of nine participants reported that the holographic pet motivated them.

Emotional engagement

Participants scored enjoyment and feedback responsiveness highly. Eight out of nine participants reported that the holographic pet motivated them.

Emotional engagement

Participants scored enjoyment and feedback responsiveness highly. Eight out of nine participants reported that the holographic pet motivated them.

Usability

The main usability issue was the learning curve, due to unlabeled switches and uncertainty over system feedback.

Usability

The main usability issue was the learning curve, due to unlabeled switches and uncertainty over system feedback.

Usability

The main usability issue was the learning curve, due to unlabeled switches and uncertainty over system feedback.

Comparative value

Users described the experience as more engaging than apps but less efficient. HHA fostered emotional attachment and a sense of responsibility but needed clearer interaction cues.

Comparative value

Users described the experience as more engaging than apps but less efficient. HHA fostered emotional attachment and a sense of responsibility but needed clearer interaction cues.

Comparative value

Users described the experience as more engaging than apps but less efficient. HHA fostered emotional attachment and a sense of responsibility but needed clearer interaction cues.

Enchantment

Qualitative coding confirmed three dominant emotional categories: surprise, interest, and amazement. Indicating success in eliciting enchantment.

Enchantment

Qualitative coding confirmed three dominant emotional categories: surprise, interest, and amazement. Indicating success in eliciting enchantment.

Enchantment

Qualitative coding confirmed three dominant emotional categories: surprise, interest, and amazement. Indicating success in eliciting enchantment.

User feedback

Participants requested higher display sharpness, variety in animations, and adaptive/personalized features.

User feedback

Participants requested higher display sharpness, variety in animations, and adaptive/personalized features.

User feedback

Participants requested higher display sharpness, variety in animations, and adaptive/personalized features.

05. CONCLUSION
05. CONCLUSION

Emotional connection and immersive feedback can drive intrinsic motivation

Emotional connection and immersive feedback can drive intrinsic motivation

Make habits feel alive, not routine

Participants described the Holographic Habit Assistant (HHA) as an experience that made habits tangible and emotionally engaging. The holographic pet encouraged consistency by fostering a sense of care and responsibility.

  • Use visual or animated cues that react instantly to progress.

  • Provide emotionally resonant feedback rather than static visuals.

  • Design interfaces that create empathy, attachment, and curiosity.

Sustaining engagement requires balancing novelty with clear interaction cues
  • Include labeled toggles and a clear tutorial for first use.

  • Ensure visual feedback is predictable and easy to interpret.

  • Simplify navigation while maintaining emotional richness.

Made from the ground up using Figma, Affinity Designer, and a cup of coffee.

alan castillo © 2025

Made from the ground up using Figma, Affinity Designer, and a cup of coffee.

alan castillo © 2025

Made from the ground up using Figma, Affinity Designer, and a cup of coffee.

alan castillo © 2025