←back to thread

103 points lukko | 4 comments | | HN request time: 0.002s | source

Hey HN!

I’m an NHS doctor and the founder of Pia (https://www.piahealth.co) which developed Lungy (https://www.lungy.app). Lungy is an iOS app that responds to breathing in real-time and was designed to make breathing exercises more engaging and beneficial to do. It’s been two years since Lungy launched (here’s the original ShowHN: https://news.ycombinator.com/item?id=34534615) and it's had a huge update and complete redesign. We rebuilt the whole app, and added a real-time 3D soft body solver which gives some really cool interactions like blobs / objects that inflate as you breathe. We also made a version for Vision Pro, called 'Lungy Spaces'.

My background is as a surgical trainee and I started building Lungy in 2020 during the first COVID lockdown in London. During COVID, there were huge numbers of patients coming off ventilators and patients are often given breathing exercises on a worksheet and disposable plastic devices called incentive spirometers to encourage deep breathing. This is intended to prevent chest infections and strengthen breathing muscles that have weakened. I noticed often the incentive spirometer would sit by the bedside, whilst the patient would be on their phone – this was the spark that lead to Lungy!

Since making the first version we’ve made exercises fully customisable (you can dial in exact timings for each breath phase), added new breathing indicators, learning modules, e.g. self-care for anxiety symptoms, and lots of new visuals. The free version gives you access to a new breathing exercise each day, whilst premium unlocks the full library of exercises, exercise data and visuals..

The visuals are mostly built using Metal (a couple use SpriteKit) and there are lots to choose from - boids, cloth sims, fluid sims, a hacky DLA implementation, rigid body + soft body sims - each one reacts to breath and touch. The audio uses AudioKit with a polyphonic synth and a sequencer plays generated notes from a chosen scale (you can mess around with the sequencer and synth in Settings/Create Music). The nice thing about the visuals + audio being generative is that the download size is relatively small with no other downloads. We’re still working on improving the breath detection, using ML - currently, it uses microphone input, with optional camera input to guide positioning.

We’re also close to finishing the medical device version - http://lungy.health - designed as a pulmonary rehab platform for patients with asthma, it should hopefully undergo early trials in the UK in 2026.

Thanks for reading - would love to hear any feedback!

https://www.lungy.app

Lungy Version 2 here: https://apps.apple.com/app/apple-store/id1545223887

Show context
spondylosaurus ◴[] No.44348365[source]
Any plans for an Android version? I'd love to try it, but I'm on the other side of the Apple App Store wall :(
replies(3): >>44348606 #>>44348637 #>>44350829 #
1. sgt ◴[] No.44348606[source]
My experience is that Android users tend not to want to spend money on apps that much, even IAP is tricky. So sometimes it's not worth the hassle to go multi platform.
replies(3): >>44349038 #>>44356502 #>>44357154 #
2. FirmwareBurner ◴[] No.44349038[source]
Considering it's a healthcare app, that PoV seems pretty daft and somewhat discriminatory. Catering to disabled people also isn't mega profitable, but we do it anyway.

An alternative PoV from me could be that going cross-platform means you can use the "rich users" iOS sales to subsidize the "poverty users" Android sales, same how our society does it with healthcare.

3. jantissler ◴[] No.44356502[source]
I see you are getting downvoted, but it's still true. An Android app brings in a fraction of the revenue. In case someone wants numbers: Look for the total revenue of Apple's App Store compared to the Play Store and then look for the total number of devices for each. It's a huge difference.

Of course a business will cater to the lucrative platform first or even exclusively.

And now, go ahead, downvote me as much as you want. Won't change the calculus though.

4. QuantumGood ◴[] No.44357154[source]
In billions, Q2 2024 Consumer App Spending v (total 2024 est. devices)

   $24.6 Apple/iOs (1.74)
   $11.2 Google/Android (4.2)