Time Ritual

An object designed to be more present without your phone,
be more present by putting your phone in an altar.

Timeline

2025
ideation
Research
Concept Design

Jan - Feb 2026
Build MVP #1
Test MVP#1 with users
Collect and process insights

Mar-Apr 2026
Build MVP #2
Test MVP#2 with users
Collect and process insights

May-Aug 2026
Design and build final prototype
Set up production
Make it available to others

about

Home as a sanctuary

Time Ritual explores the home as a space to inhabit time and digital detox.

Time RItual promotes attentional minimalism, the practice of reducing time in the phone world to improve focus and mental clarity.

moodboard

moodboard altar

Experience Flow

Physical immersion:
Visual and spatial immersion. Involves sensorial engagement.

Psychological Immersion
Being psychological engaged, into the story.

Ontological Immersion
Users become meaningfully or spiritually engaged with their home, with themselves and or with others in the same space.

FAQs

How can I test the lamp or take part in the project?

1

This project is currently in a testing and research phase.
If you’re interested in experiencing the lamp and sharing your reflections, you can get in touch.
Participation is limited and focused on qualitative feedback, not usability testing.


Is this a tech product or a design object?

2

Both, but design leads.
The lamp uses technology only as a material, not as the point. It is not trying to be smart, efficient, or adaptive. Its purpose is to shape behavior through ritual, not optimization.


Why does the altar require a physical interaction instead of an app or automation?

3

Because attention is physical before it is digital.
The lamp is designed to make you pause, move, and decide. Removing apps and automation is intentional. Friction is part of the experience.


What problem is the ritual actually solving?

4

It is not solving phone addiction.
It creates a moment where the user can choose presence over distraction. The value is not control, it is awareness.

prototype #1

I built 7 prototypes to test out with users. The main goal is to understand how users interact with the altar and explore what are the feelings associated with given away control.

PROTOTYPE #2

The users that tested the first prototype made it clear that a lamp wasn’t enough powerful of an object to stay away from the phone. The element of time became essential. users wanted feedback.

I started meeting with technologists, game designers, product designers and engineers. I hosted several conversations with the target groups that I identified as:

  1. the parents who want more quality time with their kids without being on their phone to also give a good example.

  2. the workers from home who want to get work done without looking into their phone and getting distracted.

  3. the ones who want to read a book or watch a movie without being on their phone.