Plant Care IoT · 2024

H2Know

I designed a plant-care prototype with an Arduino soil-moisture sensor and a companion app for checking plant health.

ToolsFigma · Arduino · Illustrator

The four strongest screens

Plant Detail for Jeremy, a Golden Pothos: a smiling plant with the thought bubble Is anyone else feeling a little hot, 2 years old, 3 days until watering and 21 days until fertilizer, then a weekly watering chart and two awardsJump to 05, the app
Plant Detail: Jeremy, a Golden Pothos.
Figma hi-fi screens: Coupons with 320 points and 15% off fertilizer at Home Depot, Friends with late-watering and streak posts, and a new-plant survey screenJump to 05, the app
Coupons, Friends and the new-plant survey.
Physical prototype: Arduino Nano testing LED sensitivity with humidity, connected to plant potJump to 04, the hardware
The prototype: an Arduino Nano in a live pot.
Slide: the plant's facial expression emoji and appearance change when not watered; a smiling emoji turns to a crying one When Thirsty, and a healthy smiling potted plant turns into a frowning oneJump to 05, the app
When thirsty, the plant's face and leaves change.
Problem, jump to 01, the problem

A plant can't tell you it needs water.

It sits out of your sightline, and it can't tell you anything until it's already dying.

Role · time, jump to role, process and impact

Solo Designer

6 weeks · 2024.

Numbers, jump to the numbers in 04, the hardware
3owners interviewed
5app screens
$15hardware kit
6weeks
Design logic, jump to 03, design logic

Three findings, three features.

Guilt · Ownership · Reward

Research, jump to 02, research

The sensors people buy don't help beginners.

A sensor comparison, then three interviews.

Brand, jump to the brand in 05, the app

Sage, deep teal, warm yellow.

An earthy palette, set in Spoof Medium.

Hardware, jump to 04, the hardware

Hardware + app as one system.

An Arduino Nano and an LED.

Outcome, jump to the impact

Five screens, one sensor.

A five-screen app concept beside an Arduino prototype.

Learned, jump to 06, what I learned

What I learned.

  • The naming mechanic needed more time.
  • Two features didn't make the build.

Role, process and impact

Role, process, impact and methods
Role
I led the research and designed the app, sensor interaction, and hardware prototype.
Process
I interviewed three plant owners and used their care routines to design plant-health feedback, naming, and rewards.
Impact
I developed a five-screen app concept alongside an Arduino soil-moisture prototype.
Role
Solo Designer
Timeline
6 weeks · 2024
Methods
User Interviews · Prototyping · IoT
Tags
  • Arduino
  • App Design
  • IoT
  • UX Research
  • 2024

01Problem

A plant can't tell you it needs water.

  • A plant sits in a corner, out of your sightline, and can't tell you anything until it's already dying.
  • Smart pots cost $60–120, moisture meters spit out numbers you can't read, and reminder apps nag you like every other notification.
  • You water a plant because you care whether it lives.
Read more

Last year, Americans spent over $48 billion on indoor plants. Yet 67% of plant parents admit to killing at least three plants in the past year (Live Science, 17 April 2007). The cause is distance. A plant sits in a corner, behind a desk, out of your sightline, and it can't tell you anything until it's already dying.

The products meant to fix this fall short. Smart pots cost $60–120, basic moisture meters spit out numbers you can't read, and reminder apps nag you like every other notification. You don't water a plant because you're missing information; you water it because you care whether it lives.

The deck's introduction slide: This is Sarah. Last month, she wilted because I forgot about her in the corner of my room. A wilted pothos in a white pot on a windowsill, a note asking How could we change this?, and the line: last year, Americans spent over $48 billion on indoor plants; yet 67% of plant parents admit to killing at least three plants in the past year, citing Wenner, Melinda, Study Documents the Power of Indoor Plants, Live Science, 17 April 2007
Fig. 01Fig. 01: Project framing: giving plants a voice

“What if your plants could actually tell you exactly what they need, when they need it?”

The design question that started the project

“I'm happy when they die because then I can buy a new one. Every time I'm depressed I get a new one.”

Anya, 16 · Interview participant

HOW MIGHT WE

  1. Motivate users to water plants in a non-invasive, helpful way?
  2. Educate users about their specific plants without overwhelming them?
  3. Create a straightforward, familiar interface that requires no learning curve?
  4. Create a stronger emotional bond between owners and their plants?

02Research

The sensors people buy don't help beginners.

  • I compared the sensors people already buy: readings are hard to interpret, calibration drifts, and nothing reminds you.
  • Then I interviewed three plant owners.
  • Their plants died because the relationship had gone cold.
Read more

I compared the sensors people already buy (the Gikfun capacitive sensor, basic moisture meters) and watched them fail beginners: readings are hard to interpret, calibration drifts, and nothing reminds you or makes you care. Then I interviewed three plant owners. Each told a version of the same story: their plants didn't die because they didn't know how to care for them. They died because the relationship had gone cold.

What they wanted

  • Clear, low-effort reminders that don't feel like nagging
  • Feedback that tells them what to do, not just sensor numbers
  • A reason to check in (emotional connection, not obligation)
  • Forgiveness when they forget (hardy plants, low-maintenance species)

What pushed them out

  • Out of sight, out of mind (plants in corners, behind furniture)
  • No feedback until death was already imminent
  • Overwatering as often as underwatering, no confidence in timing
  • Existing apps felt like homework, not companionship
Competitive analysis: Gikfun and Soil Moisture Meter limitations
Competitive analysis. Existing sensors fail beginners: hard to interpret, no reminders, unreliable readings for non-experts.
Top findings: three columns, Common Pain Points, Plant Alternatives and Emotional Aspects, each with interview quotes
Insight clustering. Three themes emerged: common pain points (forgetting, busy lives), plant alternatives as coping strategies (succulents, fake plants, relying on others) and emotional aspects, including neutrality toward plant death.
User interview: Anya, 16, plants as emotional therapy
Anya, 16. Uses plant shopping as emotional therapy. Plant death registers as neutral, an opportunity to restart, not a loss.
User interview: Macey, 17, aesthetic motivation, switched to succulents
Macey, 17. Aesthetic motivation, plants as decor. Adapted by switching to succulents. Practical workaround over behavioral change.
Pete Young interview: plant killer, overwatering, two-sided problem
Pete Young, 38. "I always forget to water them because I get too busy. And when I do water, I overwater them and kill them." Two-sided watering problem: both under and over.

03Design logic

Three findings, three features.

  • One design target: build a relationship with the plant.
  • Guilt makes absence visible, ownership gives each plant a name, a species and a birthday, and reward makes care pay off.
  • When the soil goes dry, the LED, the app icon and the Friends feed all flag you at once.
Read more

The research gave me one design target: build a relationship, not a dashboard. The interviews kept circling three psychological levers, and I made each one drive a part of the app.

  • Guilt. Make absence visible. When the soil goes dry, the LED turns on, the plant's face in the app icon drops from happy to sad, and the Friends feed tells everyone: "Pete is 9 days late on watering Todd: remind him now." The hardware, the interface, and your friends all flag you at once.
  • Ownership. Give it a name, a species, a birthday. Each plant has a name (Jeremy, Todd, Bill), a species (Golden Pothos, Mini Monstera, Scarlet Ball Cactus), and an adoption date ("Your plant since June 20, 2023"). The detail screen tracks its age in years, days until the next watering, and days until the next fertilize. Once a plant has a name and a history, you stop letting it slip your mind.
  • Reward. Make care pay off. Points accumulate with each watering. Hit a threshold: redeem real coupons: "15% off fertilizer at Home Depot." Badges mark milestones: "Best Friend" (owned for one year), "Super star" (20-time watering streak). The friends feed also runs positive: "Robert just watered Finn: congratulate him on his 4 time streak!"
User flow: Before (plant dies) vs Ideal Scenario with H2Know system, notifications, leaderboard, guilt loop, coupons
Fig. 03Fig. 03: Before vs after: how H2Know intercepts the abandonment loop
Storyboard: Pete buys plant, gets busy, downloads H2Know, sets up profile, gets reminded, light and friends notify, develops good habit
Fig. 04Fig. 04: Storyboard: from "gets too busy" to "develops a good habit"

04Hardware

Hardware + app as one system.

  • An Arduino Nano with a capacitive soil moisture sensor detects dry soil and signals with an LED.
  • It pairs with a five-screen companion app for plant health, the social layer and real-world rewards.
  • The whole physical layer is a kit of about $15.
Read more

H2Know is a two-part system: an Arduino Nano with a capacitive soil moisture sensor that detects dry soil and signals via LED, paired with a five-screen companion app that visualizes plant health, handles the social layer, and converts consistent care into real-world rewards.

3Plant owners interviewed: Anya, Macey and Pete

5Screens: Home, Water Today, Plant Detail, Friends, Coupons. Each built around one motivation lever.

67%Of plant parents admit to killing at least three plants in the past year (Live Science), the failure H2Know targets with guilt, ownership, and social accountability

$15Approximate cost of the Arduino hardware kit, the entire physical layer for a market where "smart" planters retail at $60–120

Arduino circuit diagram: Pin A0 moisture probe, Pin D13 LED trigger, copper wire probes in soil
CircuitCircuit diagram. Nano passes current through A0 → Probe 1 → soil → Probe 2 → GND. Voltage drop at A0 determines moisture. When dry: D13 powers the LED via 220Ω resistor.
Physical prototype: Arduino Nano testing LED sensitivity with humidity, connected to plant pot
PrototypeHardware prototype. LED sensitivity testing (photos 1+2) and final hookup with copper wire probes buried in a live plant pot. USB powered, no cloud dependency.

05App

Five screens, each built around one motivation lever.

  • Home lists each plant with a face that goes from happy to sad with the sensor data.
  • Plant Detail tracks age, watering and fertilizer, with awards; Water Today splits "To water" from "Completed".
  • Friends flags late watering and congratulates streaks, and points unlock real coupons.
Read more
Home
Your plant list: each plant shown with its emoji avatar face, name, and species. The face state (happy / neutral / sad) updates based on sensor data. Adding a new plant opens a 5-minute survey that recommends the right species for your space and habits.
Water Today
Two-column view: "To water" (Todd, 100 ml) next to "Completed" (Jeremy, checkmark). You read the day's task in one glance, without digging through a list.
Plant detail
Age, days until watering, days until fertilize, health status bar, weekly watering chart by day. Awards live here: "Best Friend" (one year), "Super star" (20-streak). Plant birthday shown at bottom.
Friends
Social accountability feed. Late watering generates a public flag and a "Remind him now" prompt. Streaks generate congratulation prompts. Both directions (shame and celebration) come from the same screen.
Coupons
Points accumulate per watering. At threshold, real coupons unlock: "15% off fertilizer at Home Depot." Progress bar shows points to next reward. Redeemed coupons stay visible as record of care.
Plant Detail for Jeremy, a Golden Pothos: a smiling plant with the thought bubble Is anyone else feeling a little hot, 2 years old, 3 days until watering and 21 days until fertilizer, then a weekly watering chart and two awards
Plant DetailPlant personality. Jeremy, a Golden Pothos, with a thought bubble ("Is anyone else feeling a little hot?"): 2 years old, 3 days until watering, 21 days until fertilizer, a weekly chart and two awards. Thought bubbles communicate need through character, not data labels.
Figma hi-fi screens: Coupons with 320 points and 15% off fertilizer at Home Depot, Friends with late-watering and streak posts, and a new-plant survey screen
Hi-fi screens. Coupons (320 pts → 15% off Home Depot), Friends (accountability feed) and the new-plant survey (a quick 5-minute survey).
Slide: the plant's facial expression emoji and appearance change when not watered; a smiling emoji turns to a crying one When Thirsty, and a healthy smiling potted plant turns into a frowning one
When thirsty. The plant's face emoji and its leaves change when it is not watered.
H2Know brand identity: Spoof Medium, earthy palette: sage, deep teal, warm yellow
Fig. 05Fig. 05: Brand identity: earthy palette (sage, deep teal, warm yellow) and Spoof Medium type

06Reflection

The naming mechanic needed more time.

The full story, in order, lives in the deck.

View presentation PDF ↗

The naming mechanism deserved more design time.

Every interview pointed the same way: named plants outlive unnamed ones. Yet in the prototype I made naming a plain text field on the setup screen. If I framed it as a small ritual instead, with onboarding that treats the name as the start of a bond, the ownership lever would kick in from the very first tap.

Hardware and software need to be co-designed.

I built the Arduino prototype and the Figma app in separate phases. So I designed the hardware without knowing which app interactions it would trigger, and designed the app without knowing how slow the sensor actually was. Next time I'd prototype the physical and digital sides side by side from week one.

Two features didn't make the build; both would have changed the testing.

I cut two features from the prototype: a plant locator map (which plant in the house needs water, based on sensor placement) and a propagation gifting system (trading clippings with other owners). Both go straight at the out-of-sight problem. The locator surfaces the plants you've stopped seeing, and gifting raises the social stakes of keeping yours alive. I'd build both in v2.