01
Breezy

What if the breathing exercise itself became the game?

Breezy is a tangible interaction prototype for children aged 5–10. Instead of finishing a breathing exercise before you play, your breath is the controller.

Responsibilities
Game mechanics · Interaction design · Prototype build · Arduino and pressure sensor · Breath tuning
Timeline
4 weeks
Industry
Children's health · Tangible play

Working interaction prototype. Not clinically validated.

THE INTENDED PRODUCT
THE INTENDED PRODUCT

A recorder, a sensor box and the game on a tablet.

WHAT WE ACTUALLY BUILT
WHAT WE ACTUALLY BUILT

Recorder, tube, Arduino in a 3D-printed box, game in the browser.

02

The problem started before the game.

Breathing problems affect
many children in India

Breathing is something we do without thinking about it. But when breathing becomes part of an exercise, children are often required to consciously control something that is otherwise automatic.

7.9%

estimated prevalence of asthma among children in India

Each square is 1% of children

1.6L+

children included across 33 studies

Each figure is 10,000 children

[Prevalence of asthma among children in India: A systematic review and meta-analysis] — PubMed Central

A doctor explaining a child how to operate it
A doctor explaining to a child
“Take a deep breath.”“Hold it.”“Breathe out slowly.”“Repeat it a few more times.”
For a child, instructions are abstract
Was that a good breath?Why should I repeat this?How much is enough?Am I improving?What should I do differently?
A confused child???

What research could and couldn't promise

Game-based interventions have been explored extensively in pediatric care, and tangible interfaces show real potential. But adding game elements alone does not guarantee engagement, and clinical effectiveness can't be assumed.

Referenced across

What children are offered today

The products we found ranged from digital breathing games to simple exercise devices. We compared the experience each one offers a child, not just its breathing function.

Play-led productsEveryday breathing tools
01 / 03
Happlyz Lorio
Happlyz Lorio

Smart breathing trainer for kids

Digital gamificationAdaptive feedbackBrand specific devicePromotes psychological reliefHighly expensive
3-Ball Spirometer
3-Ball Spirometer

Simple breathing exercise device

No gamificationWidely availableSterile and clinical designNo psychological reliefLow cost (₹100–₹500)
What this changed

Existing tools showed that breathing could be measured or turned into play. The unresolved part was how the experience felt to a child being asked to repeat a breath. We wanted each breath to have an immediate, visible purpose.

03
Opportunity

What if breathing itself became something a child wanted to do?

Instead of putting a game after an exercise, we made the exercise the input. A breath would change the world on screen as it happened.

Change the motivation
Breathing as something they
have to dowant to do
Change the action
Breathing as
an instructionan interaction
The whole interaction, end to end
BLOW
the child
RECORDER
physical object
PRESSURE SENSOR
reads airflow
ARDUINO
converts to values
GAME REACTS
on screen
Breathing was the controller.
Recorder, tube, pressure sensor, Arduino Uno, USB, tablet

Recorder → tube → pressure sensor → Arduino Uno → USB → tablet.

04

Before making games, we had to understand what a breath could actually control.

We broke common breathing techniques into four behaviours a pressure sensor can actually detect. Each one became a different game mechanic.

Strength, Duration, Steadiness and Pattern: how strongly the child blows, how long the breath is maintained, how consistently the airflow is controlled, and how the child sequences their breaths.
01
What the research said

Breath control is more than force. Pacing and steadiness matter too.

So we decided

Different breathing behaviours need different mechanics.

Where you see itFour games, four behaviours
02
What the research said

Wind-based interaction is immediately understandable.

So we decided

Use an object a child already knows how to blow into.

Where you see itThe recorder
03
What the research said

Feedback can make an invisible action like breath visible.

So we decided

React to the breath instantly, on screen.

Where you see itLive breath bars + character reactions
04
What the research said

Children disengage when something feels harsh.

So we decided

Support, never punish.

Where you see itA brighter cave; encouraging copy
05

The gap became a design choice: make the controller feel familiar.

Our market scan showed several ways to connect breath and play. We compared those approaches against four design criteria, then chose an object a child could understand the moment they picked it up.

See the full comparison across four design criteria
Product · controllerChild-focusedBreath controls gameDifferent breath mechanicsAdapts to userCoverage
Happlyz LorioClosestFlute
3.5/4
PlayphysioTherapy attachment
3.5/4
SpiroPlaySpirometer
2.5/4
Sparky / Lung GamesSpirometry device
2.5/4
OmniFlowBreathing device
3/4
BreezyFlute (recorder)
4/4
Yes Partial Not really No

Our working comparison of breath input, child focus, mechanics and adaptation.

Breezy had to feel like a children's game first.
HOW WE IMAGINED A CHILD USING IT
HOW WE IMAGINED A CHILD USING IT
HOW IT ACTUALLY FEELS TO PICK UP
HOW IT ACTUALLY FEELS TO PICK UP
Design decision

A recorder is the controller.

It is blown straight from the mouth, and the object already tells a child what to do. The recorder was there to carry the interaction, not to become the goal.

What we considered

Teaching children notes and finger positions on the recorder.

Why we rejected it

That would make Breezy a music-learning product and push breathing into the background.

06

One breath system became four game worlds.

Same input. Different breathing behaviour. Different mechanic.

On desktop, press Play when you are ready. Sound starts with the prototype, and scrolling away stops it. Pick a place, then hold SPACE to breathe.

Game mechanics

I looked at different breathing exercises used in lung therapy and checked three things:

01

Can a child do it independently?

02

Can it work with a recorder?

03

What should the sensor measure?

4

Four exercises stood out. Each trains a different type of breathing.

1 / 4
First sketch: Lily Pad Hop
Peak Expiratory Flow
Short, Sharp Puffs

Little puffs, one after another.

Breath patternwhat the sensor reads
Helps with
Stronger diaphragmClears mucus blockages
From first sketch to final game

A firefly at night became a frog in a sunny pond.

HeroChamki the fireflyA frog
WorldA pond at nightA sunny forest pond
FeedbackA waveform in the cornerTime and breath bars, plus a sparks jar

Information architecture

Sign In / Sign UpHomeProfileMissionsSoundSettingsHow to PlayNamePlayAdd / Change PictureHow webreatheChoose a placeFlute + SensorSpacebar1. Lily Pad Hop2. Cave Flight3. Bird Echo4. Garden GrowWarm UpPlay GameResultsStars EarnedBreathe AgainNext Place
07

Designing for children changed even the smallest decisions.

At first, every game was supposed to have the same character.

The first idea: one character, many avatars
Chamki

Chamki

One character, four avatars, one for each place.

One character, four avatars, one for each place.

So every place had to be night.

So every place had to be night.

Design decision

Four animals, one for each world.

Each animal already does what its game asks: a frog hops, an owl glides, a bird sings, a butterfly rises. Animals rather than boy or girl avatars keep it universal.

What we considered

One character with four avatars across the games.

Why we rejected it

It forced every place to feel like the same night world, rather than giving each game its own setting.

The tradeoff

More illustration, sprites and dev time in four weeks. We paid for it with simpler motion.

What we shipped: four characters, four worlds

Each one is a small sprite set: five expressions to react to every breath, and five poses to move without full animation. Tap a character to open its set.

The same instinct softened the cave.

Before that, we tried three obstacle treatments

A · Rock corridor

B · Light ribbon

C · Living vines

All three read as dark and narrow. That pushed us to rebuild the cave bright, and let the obstacle be something a child would want to touch.

BEFORE: DARK CAVE, HARD EDGES

It worked. It just felt severe for a five-year-old.

AFTER: BUBBLES

Same challenge. Completely different feeling.

Design decision

A bright cave, where the obstacles are bubbles.

Dark, narrow tunnels felt severe for a five-year-old. Bubbles keep the same challenge but are something a child wants to touch.

What we considered

A rock corridor, a light ribbon, and living vines for the cave obstacles.

Why we rejected it

They made the cave feel dark and narrow. Bubbles kept the challenge inviting.

And it changed how the game talks when a child struggles.

What we avoided
“Incorrect breath.”“Failed.”“Wrong, try again.”
What Breezy actually says
“That was a good one.”“Keep the breath going a little longer.”“Come back to the light.”

Every line on the right is from the working prototype. A weaker breath never ends the activity; it just gets you less far.

The game could challenge a child without ever feeling like it was punishing them.
08

Our biggest interaction mistake became Breezy's most important feature.

The first version

One fixed number was supposed to count every breath.

The game reacted only when a breath crossed a single pressure threshold. It was simple to build, but our own testing showed how uneven that felt.

What broke

A short puff from one of us passed the threshold easily; someone else had to work much harder to reach it.

The frog's small puff falls short while the owl's big breath blows past

The fix: start with the child's own comfortable breath.

01 · Let the child begin

Two comfortable breaths, no target to hit.

Before each game, Breezy asks the child to breathe out twice at a level that feels ordinary to them.

The game's Now breathe out, twice screen
02 · Let the game adapt

That becomes this player's baseline.

The breath meter uses their comfortable range, leaving room for gentler and stronger breaths without one universal number.

Two comfortable breaths set the frog's own normal at the middle of the breath meter
Design decision

Calibrate to each child with two comfortable breaths.

The game adapts to a personal baseline instead of asking every player to cross the same pressure threshold.

What we considered

A fixed threshold would keep the rules simple and consistent across games.

Why we rejected it

Our team tests showed the same number could demand very different effort from different people.

It also changed how I think about personalization. It does not always mean picking an avatar or a colour. Sometimes it happens inside the interaction itself.

09

We built the complete breath-to-game loop—and learned where it needed work.

I built the game, wired the Arduino and pressure sensor, and tuned the mechanics against real breath values. The prototype let us test the full interaction with our own team and exposed the variation that led to calibration.

Testing the working prototype

Testing the working prototype: breath through the recorder drives Lily Pad Hop on screen. This is the team testing it. Breezy has not been tried with children.

Arduino Uno + pressure sensor in a 3D-printed enclosure.

Arduino Uno + pressure sensor in a 3D-printed enclosure.

Reading raw pressure values while tuning a mechanic.

Reading raw pressure values while tuning a mechanic.

Recorder → tube → sensor box → game.

Recorder → tube → sensor box → game.

How are we breathing? Flute and sensor, or spacebar

The game runs off the real sensor or off the spacebar. We built the fallback so mechanics could be tuned without the hardware attached.

The loop we ran, over and over
DESIGN MECHANIC
→
CONNECT SENSOR
→
BLOW
→
READ VALUES
→
TUNE
→
TEST AGAIN
↺
What works
It runs end to end.
✓

Recorder → sensor → Arduino → game.

✓

Breath genuinely drives all four games.

✓

Building it exposed the threshold problem and let us fix it.

What we cannot claim
It has not been validated.
•

Not tested with children with asthma.

•

No clinician has reviewed it.

•

So: no claims about asthma outcomes or medical effectiveness.

Breezy is a working interaction prototype, not a clinically validated medical product.

10

Breezy changed how I think about designing for an audience.

Most interfaces I had designed before were for adults, where familiar patterns do a lot of the work. Designing for children made me ask very different questions.

The four questions behind every decision

Would this look scary?

So the cave became bright, and obstacles became bubbles.

Will they get it without help?

So each animal already does what its game asks.

Will this feel like failure?

So a weak breath never ends the game; it just goes less far.

Would they try it again?

So replay comes from new places and stories, not harder levels.

If I started again
Next time: real kids, real doctors.
A doctor explaining breathing, a parent and child practising together, and a child playing while an adult watches
1
Start outside the screen

Respiratory experts, parents and children first.

2
Expert review

Check the breathing mechanics with clinicians.

3
Supervised testing

Watch real children play, then iterate.

Design decision

No difficulty levels. Replay comes from new places and stories.

If “harder” just means blow stronger, a child’s breathing ability becomes the difficulty setting.

What we considered

Easy, Medium and Hard levels.

Why we rejected it

If harder only means blowing stronger, breathing ability becomes the difficulty setting.

Still open

Which structure works best: the loop or the path below.

What we actually tried instead of difficulty levels
Loop composition

Loop composition

Return to any place, in any order, as often as you like.

Path composition

Path composition

A fixed route through the forest, one place after another.

Calibration also taught me that interactions don't have to be fixed. A system can adapt around the person using it.

A childhood photograph of me resting on a bed
Little me. A reminder to leave room for play.

But what I remember most about Breezy is something more personal.

It brought back the inner child in me.

Alongside everything I was learning about sensors and calibration, I kept coming back to a much simpler question:

“Would I have wanted to play this when I was younger?”

Breezy started as an experiment in connecting breath to a game.

It ended up teaching me how much the audience can change every design decision.
Thanks for playing
Take a deep breath. See you in the forest.