By 2050, the current food infrastructure will not be able to support the exponentially increasing population. Nevertheless, younger
generations are not properly educated on how to sustainably grow produce for themselves. Especially for children, plants lack the basics of
usability such as feedforward and feedback. For the purpose of improving plant usability and pleasure provided in the interaction with
plants, we imagined a plant that would emotionally communicate with children when it is thirsty, cold or in need of more sunlight.
Seedly is a wearable necklace for children that helps educate them on how to grow food for themselves. Seedly includes light, water, and
temperature sensors, as well as a Bluetooth Low Energy (BLE) module that communicates with the device and tells the child what it needs
through the mobile app. The app allows the child to name the seed they are growing and create a personal relationship with it. As it
grows, the device communicates when the plant needs water and sunlight, making it fun and engaging for the kid to care for the plant
throughout the day. The planted seed is displayed on a map for the child to tend to, as well as discover other children’s plants nearby.
Gold in UX, Interface & Navigation 2018, Non-Pro
Cody Reppert, UX Designer Jason Hwang, Service Designer Inwon Jong, Interactive Design Joe Kennedy, UX Designer Nolan Canady, UX Engineer
Savannah College of Art and Design, US
Savannah College of Art and Design, US
UX Designer: Cody Reppert , Savannah College of Art and Design
Service Designer: Jason Hwang, Savannah College of Art and Design
Interactive Design: Inwon Jong, Savannah College of Art and Design
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