BT had renovated an office fitted with numerous sensors to monitor employee behaviour. The intention was positive — they wanted to understand the workplace better.
But employees became anxious. They felt watched. Tracked. The sensors created the opposite of what BT intended.
BT needed a way to reframe what those sensors meant. Not surveillance — wellbeing.
That is when I understood the direction: Design for Behaviour Change was the only way to solve this. I led a five-person cross-disciplinary team to turn employee anxiety into something they actually enjoyed.
Design for Behaviour Change (DfBC) was the only appropriate methodology for this problem. BT's sensors were already installed — the infrastructure existed. What was broken was the human relationship with that infrastructure. The task was not to design a product. It was to redesign a behaviour pattern: from anxiety and avoidance, to curiosity and voluntary participation.
Before defining solutions, I needed to understand the specific dysfunctions in modern workplaces. I led a secondary research phase drawing on workplace psychology, IoT case studies, and employee engagement frameworks.
BT could not give us direct access to their employees. Rather than let that stop us, I designed a proxy research programme — mapping our university departments to BT's workplace structure and running scenario-based studies that simulated real professional conditions. Hover over each method below to see how it shaped our findings.
From the research, three distinct employee archetypes emerged — each with fundamentally different relationships to workplace technology, social interaction, and data visibility. Designing for all three simultaneously was the core tension.
Before committing to a direction, I facilitated a structured SWOT analysis with the full team, grounded in research findings. This prevented us chasing the most technically exciting concept rather than the most strategically sound one.
We generated 11 concept directions across the team. To move from divergence to decision, I ran a structured decision matrix — scoring each concept against criteria derived directly from our research: user impact, technical feasibility, ethical risk, and BT's stated values.
| Concept Direction | User Impact (×3) | Tech Feasibility (×2) | Ethical Risk (×2) | Strategic Fit (×1) | Weighted Score | Decision |
|---|---|---|---|---|---|---|
| IoT Ambient Lighting (BT Pet) | 5 | 4 | 5 (low risk) | 5 | 46 | ✅ Built |
| Collaborative Ambient Screens | 5 | 4 | 5 | 4 | 44 | ✅ Built |
| Social Matching App (Twins) | 5 | 3 | 4 | 5 | 42 | ✅ Built |
| Individual Biometric Dashboard | 4 | 3 | 2 (surveillance risk) | 3 | 29 | ❌ Dropped |
| Manager Performance Tracker | 3 | 4 | 1 (high misuse risk) | 2 | 21 | ❌ Dropped |
| Facial Recognition Mood Detection | 3 | 3 | 1 (critical risk) | 2 | 18 | ❌ Rejected immediately |
3 of 11 concepts advanced. Selection driven by research evidence, not team preference.
One of the most visible expressions of the BTogether ecosystem was the collaborative lighting system. As employees entered a space and tapped their RFID card, the room's lighting adapted to reflect the mode of work — signalling to everyone in the space what kind of environment this was, without a single word being spoken.
BTogether was not just a collection of features — it required a coherent data architecture connecting physical sensors, a central processing layer, and multiple output surfaces. Every ambient experience the employee saw was the result of sensor data being ingested, processed, and rendered meaningfully in real time.
Privacy is not a feature — it is built into the data flow. Individual data never reaches shared surfaces.
The defining design decision was to treat BTogether not as an app but as a connected ecosystem — where each touchpoint reinforces the others. A single device failing wouldn't break the experience; the layers supported each other. This systems-level thinking was something I brought explicitly from my research background.
All five touchpoints share a single data layer — behaviour on any device influences the state of every other.
The ecosystem was designed around the natural arc of an employee's working day — not as isolated features but as a continuous, reinforcing loop. Each touchpoint hands off gracefully to the next.
| Row | 🌅 Arrive at desk | ☕ Mid-morning | 🍽 Lunchtime | ⚡ Afternoon | 🏁 End of day |
|---|---|---|---|---|---|
| Employee action | Sits down, opens laptop, puts phone on desk | Deep work block, sedentary, water ignored | Eats at desk, checks social feed | Collaboration request arrives, team points update | Logs off, sees team score on ambient screen |
| Touchpoint | BT Pet glows green (good air quality, team active) | Pet fades orange — ambient nudge, not notification | App surfaces "Twins" match — colleague with shared interests nearby | Interactive Hub pings collaboration invite; lighting shifts to "Collaborate" mode | Ambient screen shows team daily points, environment score, shared quote |
| Emotion | 😌 Calm start | 😐 Unaware | 🙂 Curious | 😊 Connected | 😄 Recognised |
| Pain point | No sense of team energy or pulse | No prompt to move or hydrate without nagging | Eats alone, doesn't know who's nearby | Collaboration feels like interruption | No visible team achievement to end the day on |
| Design response | Ambient IoT colour state — no interaction needed | Pet colour shift is peripheral, not intrusive. Respects focus. | Social matching is opt-in, interest-based, low pressure | Lighting shifts create spatial signal — collaboration mode is embodied | Ambient screens celebrate team not individuals — no public shaming |
The mobile app was designed in Figma and brought to life with interactions to validate the core flows — profile, social matching, team view, and competition. The ambient wall screens were designed and running live during the BT pitch. Both sets of screens were created to prove the concept was real, not theoretical.
Profile & wellbeing dashboard
Twins — interest-based matching
Team — aggregate view only
Rankings — weekly competition
Left: low energy/water use (green = good). Centre: high consumption warning (red = act now). Right: air quality index. Data becomes landscape.
Colour-coded feedback loops — green light bulb (efficient), red (wasteful). Ambient messaging without surveillance.
Energy & water usage — low consumption day
Activity level — team at 80%, positive reinforcement
Team leaderboard — five scoring dimensions
The hardest design problem on this project wasn't the IoT or the app — it was this: BT employees were already anxious about being monitored. Sensors in a workplace carry a surveillance connotation. Every design decision had to actively dismantle that anxiety and replace it with something that felt genuinely positive — a sense of play, competition, and collective identity. I visited a BT facility firsthand to observe the physical environment and understand how the space itself shaped how employees felt about being tracked. What I saw confirmed everything the research had told us: the moment monitoring felt personal and exposed, people shut down. The moment it felt collective and gamified, they leaned in.
Every significant design decision was derived from research, not intuition. Here are the four that shaped the project most.
This project was as much a leadership challenge as a design one. Managing five specialists across interaction design, product design, and engineering — each with different instincts about what to prioritise — required explicit process design alongside the product design.
BTogether won the BT Innovation Award — evaluated against both internal BT innovation teams and other external contractors. The judges specifically cited the research methodology and the systemic thinking across touchpoints.
More than the award, this project set the template for how I work: research first, always. Constraints are not obstacles — they're design prompts. And the most important design decisions are often the ones about what not to build.