Misfit Shine 2 Interactions

After the success of Misfit’s first product, the Shine, I was brought on to a small team of designers and engineers to create the Misfit Shine 2, an activity and sleep tracker. I was tasked with overseeing the feature development and the user experience of the product. Three areas of focus we tried to ephisize were smart notifications, lifestyle integrations, and an overall more inspirational device for fitness.

Misfit Shine 2 Features

Once the Shine 2 hardware was finalized, I started refining interactions based on hardware limitations. Below you can see a list of features and hardware that were used to create the user experience for Shine 2. 


Larger Battery Life

Misfit devices don’t require recharging, but instead efficiently run on watch batteries. This helps users keep their device running even while showering, and sleeping.

Touch & Tap

The original Shine device could only be interacted with via tap. We wanted to preserve this feature, but also add in a new method through capacitive touch.


The Shine only had white LED, so design & engineering teams collaborated to find a good color mixing method. We could now use multiple colors to communicate different concepts to users.


With the ability to add vibration to notifications, we could make sure users would never miss an important notification. 

Device Interactions

Although the Shine 2 has more accurate tap detection, being able to check your progress with a simple touch essential. The original Shine had occasional problems registering a double tap from users, and adding in capacitive  touch would simplify the experience for users.

Methods of Interaction

Single Touch: When a user simply touches the Shine 2, the activity progress will be shown, up to 300% of their original activity goal. Giving users the ability to seamlessly check their progress was a big priority for this product.

Double / Triple Tap: For other features such as Misfit Link Button commands, users double or triple tap their Shine 2 to activate these features. By using tap instead of touch, we make sure users don’t accidentally trigger these features. To learn more about button commands, see the next section.

Animations & Vibe

The largest task of this project was creating an optimal L.E.D. & notification experience. Only using 12 RGB L.E.D. and a vibe motor. Zeroing in on the colors we wanted to use proved difficult as each prototype had inconsistencies with color mixing glue, but working with the software team I was able to learn a basic amount of C. This allowed me to code the animation and vibe samples for the engineers to implement in the final version of the firmware.

Vibe Alarm

The shine 2 allows users to set silent alarms to help wake them up in the morning without disturbing a partner.

Misfit Move

Using an urgent vibe and light pattern, we let users know each hour if they have been too sedentary with a inactivity nudge. This helps users avoid sedentary lifestyles. 

Calls & Texts

We want to help users stay more connected with their other devices with Shine 2, so we allow the users to receive calls or text notifications on their phone, color coded green and blue accordingly.

Goal Met Notification

When users meet their activity goal, we want them to get excited. So we use the ring of RGB L.E.D. to see how close they are to 100% of their goal. If they go past 100% of their goal, we will continue to show their progress up to 300% of their goal using color gradients on each L.E.D.

Control Your World

With the Misfit Link experience, we let users use the double and triple tap features to map custom button commands. From controlling your phone to your smart house, this helps make the Shine 2 an essential product to users, meaning they have one less reason to take it off.

Final Thoughts

Throughout the course of this project, communication was vital. With more than four different teams working on the product, collaboration was needed every day to make sure the Shine 2 could be a product that was great for our users. Being present during all phases of the project exposed me to many challenges of creating a hardware product like cost, manufacturing, battery life, industrial design, and much more.

One of my key takeaways was understanding the stark difference in cutting a feature or component of a hardware product versus a software product. With interaction design on a screen, changes can be implemented much quicker, and cheaper. On a physical product, you have to be organized, informed, and confident with your decision making. In other words, always measure twice, so you only have to cut once. At the end of the day, helping create a product that makes a positive impact on a users health was an incredibly rewarding experience, and helped shift my views on what kind of products I want to design for.

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