HOLD.on

ROLE

Interaction Designer

CLIENT

MFA Design Studio Project

TIMELINE

2024

OVERVIEW

HOLD.on is a speculative design exploring emotional connection through physical touch.

In a future where human interaction is increasingly mediated by screens, the wearable device detects anxiety and responds by gently gripping the user’s hand, bridging the gap between digital experience and bodily presence through multi-platform design.

HOLD.on imagines a wearable that bridges the gap between digital experience and bodily presence, sensing emotional states and responding through physical sensation rather than a screen notification.

RESULTS

3

Connected Touchpoints

1

Physical Prototype

ALL START WITH A SKETCH.

I sketched the wearable concept by hand
working out the form, the fit, and how the device would sit on the wrist. Drawing it first helped me think through the physical logic of the design before committing to any digital tools.

ALL START WITH A SKETCH.

I sketched the wearable concept by hand
working out the form, the fit, and how the device would sit on the wrist. Drawing it first helped me think through the physical logic of the design before committing to any digital tools.

THE CONCEPT.

HOLD.on imagines a wearable that bridges the gap between digital experience and bodily presence.

The project asks how reassurance can be communicated through physical sensation rather than another screen notification.

ALL START WITH A SKETCH.

I sketched the wearable concept by hand, working out the form, the fit, and how the device would sit on the wrist. Drawing it first helped me think through the physical logic of the design before committing to any digital tools.

THE DESIGN.

The system spans three surfaces: a wearable device, a companion app, and a physical publication. Each touchpoint reflects a different dimension of the experience.

THE THREE TOUCHPOINTS.

The body, the interface, and the archive come together as one connected system.

THE EXHIBITION.

The final studio presentation combined the wearable, app, and publication so viewers could understand both the proposed future and its emotional implications.

PHYSICAL PROTOTYPE.

A physical prototype and animation made the gripping behavior tangible, allowing the interaction to be understood through touch and movement.

PUBLICATION & COMPANION APP.

The publication and companion app extend the same idea across body, screen, and print.

Each medium carries a different part of the story while maintaining one coherent visual and emotional language.

WHAT I LEARNED.

This project pushed me into unfamiliar territory: speculative design as a way of asking questions rather than solving problems. Learning to think through “what if” instead of “how to” changed how I approach early-stage creative work.

TECHNICAL LEARNING.

On the technical side, I picked up 3D modeling and animation from scratch to bring the wearable concept to life. Working across physical and digital media—from a wearable prototype to an app to a printed publication—taught me how to maintain a coherent vision across very different surfaces.

Designed by Chiyu Zheng · 2026