An interactive bag designed to embarrass you

Work Image
Work Image
Work Image
Work Image

2025

Type

Product design

Client

Universty case study

Info

This project started as a university exercise where we were asked to explore uncomfortable experiences. I designed MORIA, an interactive tote bag that turns grocery shopping into an intentionally awkward and theatrical moment.

Inspired by a loud, glamorous Argentinian diva, the bag reacts through voice, light, and attitude to create embarrassment, guilt, and playful social discomfort in public space.

My role

I developed the concept, built the physical prototype, and shaped the interaction logic, personality, and visual identity of the bag. I worked on the electronics integration, audio behavior, LED feedback, material construction, and final presentation of the project.

Challenge

The main challenge was to design a product that deliberately created tension instead of solving a problem. I had to translate a bold fictional character into a working object that felt expressive, provocative, and coherent through form, sound, and interaction.

Process

I began with a first prototype using RFID to identify products and trigger different voice comments based on their nutritional quality.

After feedback, I moved the concept away from being purely informational and developed MORIA as a full character with her own personality, tone of voice, and values.

In the second prototype, I added an ultrasonic sensor for proximity-based interactions, redesigned the audio to be sassier, and synchronized color-coded LED effects with each comment type.

Outcome

The final outcome was a fully working interactive tote bag with RFID-triggered voice lines, an ultrasonic sensor, an LED ring, and a strong visual presence.

I presented it with tagged grocery items that activated different audios and light patterns, and the prototype successfully sparked laughter and strong reactions from classmates and teachers.

Reflection

This project taught me how to design beyond functionality and focus on emotion, character, and performance.

It strengthened my skills in physical prototyping, interaction design, and storytelling, and showed me how humor and discomfort can be used as intentional design tools.

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