The proDUCKtive prototype glowing purple in idle mode on a workshop bench

proDUCKtive

Improving library study experiences through movement and healthy breaks.

Human-Centred Design Engineering : Redesigning student life on campus , Imperial College London, spring/summer 2026, in a team of five. I worked on primary research, form development and user interaction and testing.

Extended sedentary study is doing real damage.

Extended sedentary behaviour is linked to reduced cognitive function and memory, and through that to study effectiveness. Students want active, engaging breaks but default to passive phone scrolling because no appealing alternative exists in the study environment.

People like the feeling of accountability when studying with friends, but struggle with maintaining focus as a group because social interaction overrides structured study time.

Students want to get up to stretch or get water to improve productivity and take care of their body, but fear breaking their concentration by losing track of time.

Some students want to get up and know they should for their health when taking breaks, but don’t because they don’t know what to do during that time and feel awkward

50%

rarely take breaks during intense study, often seated up to three hours

73%

check social media during study breaks

70%

show poor break quality

From our survey of 30 Imperial students, alongside 30 intercept interviews and six in-depth sessions.

“I try not to get up because if I do I will get distracted talking to people.”

Undergraduate, first year

“Scrolling during short breaks leaves me feeling unrested and unproductive.”

Physics, year 1

The question we settled on

How might we encourage intentional movement during study breaks in the library to improve student wellbeing without disrupting focus?

The design

An LED duck lamp that gradually changes colour with time to gently prompt a short break, synced with friends. To turn it back to normal it has to detect movement for a set duration. The cute form factor was chosen for good light diffusion, and because a companion is something students said they would want to take care of.

Light and haptics carry every state

A combination of an RGB LED ring and a mini vibration motor gives both visual and haptic information to the user, keeping outputs simple but versatile. A variety of animation styles alongside real-time vibration feedback provides intuitive cues, without disrupting focus.

HugMode syncs friends by proximity

An NFC chip recognises a student’s friend’s duck, allowing the two to sync their break times. The ducks use the ESP’s onboard WiFi with an MQTT protocol to share their remaining break time via a centralised server, and the lower time is adopted. Friends can study further apart from one another, reducing distraction while still benefiting from social accountability.

Storyboard of one study cycle: the duck idle, a headpat to start, colour shifting through study time, a green break notification, a walk away from the desk, break complete, and the option to sync with a friend
One cycle: idle, study, break notification, movement, break complete, with the option to sync a friend.

How the design meets what users need

Users need a physical product which can stand alone from digital devices during its use, with simple, intuitive inputs that promote active breaks and prevent digital distraction.

Active breaks from study Via light and haptic effects, the duck alerts the student when study time has elapsed. Rather than allowing users to ignore the prompt, an accelerometer is set to detect sustained movement before the break can be completed.
Activities, not doomscroll The duck should encourage study breaks to be filled by positive social interactions rather than isolated doomscrolling, so a friend’s duck placed nearby becomes the reason to get up.
Simple, intuitive inputs Power is controlled by a small button on the bottom, and users reported liking the clicky feel. They valued having multiple options: a headpat the accelerometer recognises, or a LilyPad NFC tag placed on top.
Clear communication of state Outputs must clearly and intuitively communicate the duck’s state, giving an indication of what the user is meant to do, without a countdown that adds time pressure.
Emotionally engaging Having no screen allows the product to align to something closer to pet adoption, leveraging emotional connection to encourage users to study more, and more healthily.
Portable, compact and lightweight Users strongly preferred the smallest duck, finding it most comfortable to hold and linking its size with care and attachment. Wall thickness was tuned for full-body light diffusion rather than a bright spot.
1 / 6

Design validation

We returned to early user testers for a full final round. They were asked to study as they normally would, using the duck to time active breaks every twenty minutes. The combination of a physical device and a dedicated break activity discouraged phone usage entirely during the session. Users rated it 5/5 for being lightweight and portable, and 5/5 for promoting timely, engaging breaks.

“It makes me feel less guilty for taking breaks.”

Final design test participant

While the size is right, the material finish needs improvement: users indicated that making the casing squishy would significantly elevate the tactile experience. A custom manufactured PCB would be small enough to fit inside the small duck, allowing for a complete works-like and looks-like device.

Team project: Charlotte Own, Prisha Singh, Tomás Markey, Oliver Visram and Raphaelle Vasseux.

The duck prototype held in one hand, glowing purple, showing how small it is