Cultivar system in context
Cultivar logomark

What if rare ingredients
could grow at home?

How might we design an end-to-end growing system that helps users cultivate rare, high-value ingredients at home through an automated experience?

Industrial & UX Designer
Senior Capstone Project
Rhino · Blender · Figma · Procreate
6High-value ingredients
18Users surveyed
2Testing rounds
54″Final system height
01 — Problem

Rare ingredients are a luxury.
They shouldn’t be.

Many rare or high-value ingredients are either difficult to find or sold at premium prices, limiting people’s ability to explore different kinds of cooking. Growing food at home is increasingly popular, but existing systems require time, space, and expertise that most apartment dwellers don’t have.

“I don’t have time to maintain plants every day.”

Survey respondent — college student

“I want to grow things I actually use in cooking.”

Survey respondent — college student
Research and problem overview

Research summary — problem framing and user insights

02 — Overview

Cultivar. Designed to disappear
into the home.

A horizontal hydroponic growing system with 4 individual plant pods and 2 enclosed mushroom pods, all on a 54″ powder-coated aluminium frame. LED lighting, water circulation, and nutrient delivery are automated. The polycarbonate panels keep the interior clean and the growing environment controlled, reducing maintenance to an occasional top-up.

Cultivar hero rendering
01 — Grow

Kratky passive hydroponics

Roots sit above a nutrient-rich water reservoir. As the plant grows, the water level drops, creating a natural air gap. No pumps or timers required for the plant pots.

02 — Light

35W integrated LED

A full-spectrum LED bar under the top panel provides consistent artificial daylight. Controlled through the app, it runs on a timed cycle without user input.

03 — Harvest

App-guided picking

The app tracks each plant’s growth cycle and notifies when it’s ready to harvest. An integrated ruler on the frame provides a quick visual reference.

04 — Cook

Recipe suggestions follow

After logging a harvest, the app surfaces contextual recipes that use the exact ingredient just picked — closing the loop between growing and cooking.

Starter foods offered.

Each crop was selected for being either hard to find in regular stores, sold at premium prices, or both. The system grows what actually changes what’s on the plate.

Hydroponic potsAjí Charapita (pepper) · Ground cherry (physalis) · Thai basil · Vietnamese coriander
Mushroom podsPink oyster mushroom · Lion’s mane mushroom
Materials and food options exploded view

Concept rendering showing selected crops

03 — Research

The issue wasn’t growing food.
It was growing the right food.

18 college students were surveyed. As low-to-middle income individuals balancing busy schedules and small apartments, they reflected the real barriers to home growing. The findings reframed the problem entirely — away from food insecurity, toward food quality and access to ingredients that actually matter in the kitchen.

94% Said fresh, healthy food is unaffordable or only sometimes affordable
78% Have no access to outdoor growing space
72% Said frequent cleaning would make them quit a home-growing system
Research mind map

Initial research mind map — foods to grow, materials, dimensions, farming methods

04 — Design Direction

Horizontal beats vertical
for small spaces.

Three layout directions were explored: vertical, horizontal, and compact/stackable. Vertical maximised plant density but required height that doesn’t fit apartments. Compact/stackable added complexity users would abandon. Horizontal — low, surface-based, accessible — won. It looks like furniture, not farm equipment.

Vertical layout sketches

Vertical concepts — height became the deal-breaker

Horizontal layout sketches

Horizontal concepts — selected direction

Compact stackable sketches

Compact/stackable — flexible but too complex

The mushroom problem.

Different plants need radically different environments. Thai basil, specialty peppers, and heirloom tomatoes grow under one set of conditions. Lion’s mane and pink oyster mushrooms need high humidity, lower light, and controlled airflow — the opposite of everything else.

Solution: a separate, enclosed mushroom pod at the base of the system. Each environment is independently optimised. Neither crop is compromised.

Refined concept sketch showing pod system and mushroom chamber

Refined concept — modular pods + separate mushroom chamber

05 — Industrial Design Process

Research-led, sketch-first,
tested by making.

The design evolved across four expert check-ins, two CAD iterations, full-scale spatial testing, and a 1:4 scale 3D-printed prototype. Every decision was grounded in one question: does this make the system easier to live with?

CAD iteration 1 angled view

CAD iteration 1 — first digital model, however there was issues with open structure allowing dirt ingress

CAD iteration 2 with enclosed panels

CAD iteration 2 — enclosed polycarbonate panels added, though additional features were needed for water protection and measurement.

Spatial Testing

Full-scale before committing to form.

A full-scale mockup was taped directly onto a wall to test how the system fits in a real apartment environment. An average-sized user (5′10″) tested standing, sitting, and reaching to harvest. This confirmed 54″ as the right height — comfortable reach without back strain, low enough to feel like furniture rather than a machine.

Spatial testing standing

Standing — comfortable reach confirmed

Spatial testing sitting

Sitting — no forward lean required

Spatial testing harvesting

Harvesting — natural reach, no strain

1:4 Scale Prototype

Three versions.
Each one closer to the final form.

A 1:4 scale prototype was 3D-printed to evaluate proportions, spacing between pods, and component assembly. It validated the structural logic and revealed that clear polycarbonate panels were critical — the open version felt unfinished and let in debris. Due to unavailability of clear PLA filament at the time, the outside panels were not printed in the prototype.

1:4 scale prototype — front view, assembled, and pot collar detail

06 — Final Design

At home everywhere
it needs to be.

Cultivar was designed to integrate into any living space without announcing itself. The dark powder-coated aluminium frame, warm wood reed backdrop, and white HDPE pods read as considered objects — something that belongs in a kitchen or living room, not a greenhouse.

Cultivar in living room context

Cultivar in a living room environment

Right view

Right

Back view

Back

Front view

Front

Left view

Left

Final materials exploded rendering

Exploded view — all materials and components labelled

Powder-coated aluminium

Structural frame. Lightweight, durable, and moisture-resistant for a hydroponic environment.

Opaque HDPE

Plant pots and mushroom pod drawers. Food-safe, blocks light to prevent algae growth in the water reservoir.

Polycarbonate panels

Side and front enclosure. Transparent for visibility, impact-resistant, and easier to wipe clean than glass.

Wood + PLA reed backdrop

The scalloped wood reed panel diffuses light upward and adds warmth that prevents the system from feeling clinical.

HDPE hydroponic pots and pods

Individual components — HDPE hydroponic pot and mushroom pod drawer

Pots close up

Pots close up

07 — UX Design

Control without complexity.
The app completes the system.

Growing rare ingredients requires knowledge most users don’t have. The companion app removes that barrier entirely — translating what’s happening inside the system into plain language, and connecting each harvest to a recipe. The goal: users are only prompted when something actually needs their attention.

Feature mapping table: system capability to user need to app feature

Feature mapping — system capability → user need → app feature

Information Architecture

Five sections. One clear path.

The app is organised around what users actually need to do: check the system, track their harvest, manage tasks, find recipes, and adjust settings. History and harvest logging are nested within their parent sections to reduce top-level clutter.

Information architecture diagram

Information architecture — Home, Harvest, Tasks, Recipes, Profile

User flow diagram

User flow — home → tasks → harvest log → recipes

Sketches & Wireframes

Low-fi first. Decisions before pixels.

Hand sketches explored layout directions and interaction patterns across all five screens. Selected elements (highlighted in red in the annotated wireframes) were carried forward based on how clearly they organised information and guided users through tasks. This process resolved structure before any visual design work began.

Hand-drawn wireframe sketches

Initial wireframe sketches — homepage, harvest, tasks, recipes

Low fidelity digital wireframes

Low-fi digital wireframes

Testing Round 1

Icons without labels
caused confusion.

3 moderated think-aloud tests with the mid-fidelity prototype revealed two core issues.

Before

No icon labels in the bottom navigation bar. Users had to guess what each icon represented — the harvest icon and history icon were visually similar enough to cause consistent confusion in all three tests.

Before: icons without labels
After

Labels added to all navigation icons. Harvest icon redesigned to a plant/leaf motif, clearly distinguishing it from the clock-based history icon. Navigation confidence improved across all users.

After: labeled navigation icons
Testing Round 2

All tasks at once
felt overwhelming.

4 unmoderated tests with the high-fidelity prototype found one persistent pain point.

Before

Single-page task list showing every task from today through the coming weeks in one scrollable view. Users felt that the visual weight of the list triggered anxiety rather than clarity.

Before: overwhelming task list
After

Filter tabs — Today, This Week, Next Week, and No Action Yet — break the task list into digestible views. Users can focus on what actually needs attention now and ignore everything else until it becomes relevant.

After: filtered task tabs
08 — Final App

Sage green. Calm.
Only ask when it matters.

The visual language was built around the idea that Cultivar should feel calming and close to nature.

App style tile
Floating phones

Final Experience

Hover over each screen to see the flow in motion
App homepage screen
App harvest screen
App tasks screen
App recipes screen

State Designs

These were introduced to reduce uncertainty and minimize the need for constant user involvement.

System Down

System Down

No tasks

No Tasks

Nothing is ready to harvest

Nothing to Harvest

Harvest logged

Harvest Logged

Notification

Harvest Notification

09 — Reflection

What this project taught me.

01

Reframing the problem changed everything

Shifting to “food quality” opened up a real user: the food-curious person in a small apartment who wants to cook with better ingredients.

02

Physical constraints are permanent

A screen can be updated after launch. A physical form cannot. Every material choice, structural decision, and dimension felt more consequential than any UI choice.

03

Maintenance is a design decision

Enclosure wasn’t a nice-to-have — it was a retention mechanism. The design has to respect the real constraints of people’s lives.

04

The physical and digital are one product

The hardware grows the food. The app makes it usable. Designing both as a single connected system changed how I thought about the boundaries of a “product.”

05

Perception is a design material

Making Cultivar look like furniture instead of farm equipment was the difference between adoption and abandonment. How a product looks in a home determines whether it stays there.

06

Testing at scale, not at screen

Taping a full-scale mockup to a wall to test ergonomics before building anything was one of the most useful things I did. It caught a height problem early.

Next Steps

What comes next.