SM.ART was an early concept for digital artwork that could respond to body signals such as breathing and heart rate. I explored how sensor input, visual change and optional guidance might form a coherent experience across personal devices and physical spaces.
The central design question was whether people would understand why the artwork changed and feel in control of the data driving it. The material shown here is research and concept exploration, not a tested clinical product or a shipped application.
Feb 2020
SM.ART
Figma
I organized the concept as a simple chain: a device detects a signal, the system interprets it and the artwork responds. This was a way to frame potential interactions, not a claim that every signal listed below was technically validated.



The collection model separated content from interaction. Different artworks could have distinct visual identities while using the same understandable rules for responding to input.
Distribution concept: The imagery explores both personal viewing and installation in hospitality spaces. Authenticated editions and venue partnerships were possibilities under consideration, not delivered outcomes.
Early research looked at interest in digital wellness experiences. It did not establish that responsive art or meditation could prevent or treat a mental-health condition.
Market scans helped the team understand common patterns in meditation and wearable products. The relevant design question was how to make a sensor-driven visual interaction legible and optional, not how to position SM.ART as a substitute for care.

A changing artwork can feel arbitrary unless users know what drives it. The interface needed to show the connection between a detected signal and a visual response without interrupting the experience.
A simple onboarding flow could explain the role of the wearable, the type of data used and how to start without a connected device.
Users should be able to pause the experience, adjust its intensity and understand what happens to their data. These controls are part of the product concept, not evidence of a clinical effect.
The interface therefore needed to stay quiet during the artwork and make essential controls available when requested. The aim was a comprehensible creative experience with clear limits, rather than a dense dashboard of biometric information.

The next step was to test whether people understood the sensor-to-art interaction, felt comfortable with the data request and could use the experience without guidance. Those questions are separate from any claim about health outcomes, which this project did not evaluate.


