Breathe.
An AI-guided XR meditation experience designed for Think Round's immersive healing spaces — removing decision-making from users at their most emotionally depleted.
What is this project?
Think Round is building a multi-floor cultural and healing centre in the San Francisco Bay Area. Their Healing Rooms are designed to support visitors processing trauma, anxiety, and emotional distress. I was brought in as UX Researcher and Designer to design an AI-guided XR meditation experience that lives within this physical space — one that reads a visitor's emotional state through four questions and generates a complete, personalized session with zero further decisions required from the user.
"The standard meditation app UI asks the user to do too much work at exactly the moment they have the least capacity to do it."
Core design insight — the case for AI-firstWhy existing apps fail here
Calm, Headspace, and Insight Timer all use a catalog-browse model. Users see dozens of sessions, apply filters, and make multiple decisions before ever closing their eyes. This works for a calm, well-rested user. It fails completely for Think Round's visitors — who arrive in the Healing Rooms after processing difficult emotional experiences and may be anxious, raw, or overwhelmed.
User browses sessions, filters by duration and type, reads descriptions, selects. Requires 5–8 active decisions before starting. Appropriate for a calm user. Harmful for a user in acute emotional distress.
User answers 4 questions. AI reads their state and generates a complete session — environment, sound, breathing, technique, duration, and personalized opening message. Zero browsing. Zero catalogue.
What I specifically did
Vagus nerve, parasympathetic system, CO₂ mechanism, breath hold safety per state
4 questions justified, exclusions documented, full decision mapping
Hard rules, soft rules, 7-step decision flow, prompt structure
Both paths designed, interactive prototype built, UI critique delivered
What I researched and why it mattered
Before designing a single screen I researched the physiological science behind breathing-based meditation — not just which techniques exist, but why each one works, for which emotional states, and where they become actively harmful.
Three locked layers — the core system
The entire system is built on three layers kept strictly separate: emotional states (what the user feels), focus areas (what the AI infers), and breathing profiles (what the AI selects). Confusing these layers was a persistent problem I corrected throughout the process.
| Q2 Emotional state | Focus area | Breathing profile | Pattern |
|---|---|---|---|
| Anxious | Anxiety core | Anxiety calm | 4 · 6 |
| Tense | Stress relief core | Stress relief | 4 · 4 · 8 |
| Tired | Emotional reset secondary | Anxiety calm | 4 · 6 |
| Scattered | Mind clarity core | Deep focus / Balance | 4·4·4 / 4·4·4·4 |
| Sad | Emotional reset secondary | Anxiety calm | 4 · 6 |
| Neutral | Follows Q4 intention entirely — goal is the primary driver when mood is neutral | ||
| Q4 override: Ready for sleep | Sleep aid core | Sleep ease | 4 · 7 · 8 |
| Q4 override: Be kinder to myself | Self-compassion secondary | Anxiety calm | 4 · 6 |
Safety exception: Anxious + Q4 = Ready for sleep → Focus area becomes Sleep aid but breathing stays Anxiety calm 4·6. Never Sleep ease 4·7·8 for anxious users — the 7-second hold would trigger the amygdala's threat response.
How the AI makes decisions
The prompt contains two types of rules. Hard rules cannot be overridden under any circumstance — they exist to protect the user's physical and emotional safety. Soft rules are strong preferences the AI balances when survey answers pull in different directions.
How this serves Think Round's mission
Think Round's vision — The Center for the Human Family and the Paradise Project — aligns with this work across four dimensions. The VR meditation experience is not a standalone product; it is the technology that powers their Healing Rooms and experiential spaces.
Remaining work
The research foundation and design framework are complete. The following deliverables and design phases remain before the project reaches development handoff.
- User personas (1–2 profiles)
- Formal problem statement
- Annotated wireframes (key screens)
- Survey rationale document
- Trauma-informed design research (ACEs/PACEs)
- Physical space integration design
- Competitive analysis document
- Voice design and tool selection
- Children / family version scoping
- VR environment specifications (6 spaces)
- Sound library selection and licensing
- Returning user flow design
- User testing (5–8 participants)