The 'Pure Life' Garden Planter Gamifies Gardening for Kids
Michael Hemsworth — September 27, 2016 — Life-Stages
References: yankodesign
For developing minds, knowing the basics of plant care can be a tricky field to navigate, so the 'Pure Life' garden planter looks to add tech integration to help gamify the experience.
The 'Pure Life' planter works by having a plant planted inside of it and paired with a smartphone or tablet. The pot will then use the sensors within to keep track of soil moisture, nutrition and more, and relay the information to the connected user.
Rather than telling child users that the plant simply needs water or food, the 'Pure Life' garden planter displays an avatar that's happy, sad or hungry to help personify it. This helps to make greenery more like a digital pet and thus more fun to help grow and flourish.
The 'Pure Life' pot is the design work of Tomas Moyano.
The 'Pure Life' planter works by having a plant planted inside of it and paired with a smartphone or tablet. The pot will then use the sensors within to keep track of soil moisture, nutrition and more, and relay the information to the connected user.
Rather than telling child users that the plant simply needs water or food, the 'Pure Life' garden planter displays an avatar that's happy, sad or hungry to help personify it. This helps to make greenery more like a digital pet and thus more fun to help grow and flourish.
The 'Pure Life' pot is the design work of Tomas Moyano.
Trend Themes
1. Tech-integrated Gardening - Opportunity for developing smart planters that use technology to enhance the gardening experience.
2. Gamified Plant Care - Potential for incorporating gamification elements into plant care to make it more engaging for children.
3. Personified Greenery - Chance to create products that personify plants, making them more relatable and interactive.
Industry Implications
1. Smart Home Technology - Disruptive innovation opportunity lies in developing smart planters that seamlessly integrate with existing smart home systems.
2. Edtech - Opportunity to create educational tools that combine gardening and technology to make learning about plants interactive and engaging.
3. Toy and Game Industry - Chance to collaborate with toy and game companies to create plant-growing kits that incorporate gamification and digital interaction.
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