YiJen Lai's profile

A User-Centered Interface Design for Insomnia Game

Project Description
The global prevalence of insomnia is approximately 30% to 35%, and diaphragmatic breathing is an effective relaxation technique for insomnia. Therefore, this study focuses on exploring the most suitable breathing guidance method before sleep to find the one that best user experience and minimizes cognitive load. This paper was presented at the "International Design Conference on Integrated Interdisciplinary Innovation 2024".
03
Statistical Analysis
NASA Task Load
The graph below shows the average cognitive load for each interface. It indicates that the "Zoom In/Out" interface results in the lowest cognitive load (29.4), while the "Color Gradient" interface leads to the highest cognitive load (43.51).

The statistical results also show that when viewing the "Time Countdown" interface, individuals with insomnia experience greater physical and time burdens compared to those without insomnia. Additionally, there is a significant difference in cognitive load based on gender when viewing the "Zoom In/Out" interface.
Attrakdiff Mini
The statistical results from the Attrakdiff Mini questionnaire indicate that "Zoom In/Out" received the highest overall satisfaction score, especially in terms of practical quality. On the other hand, "Time Countdown" received the lowest score, with negative scores in both hedonic qualities.

When viewing the "Time Countdown" interface, there is a significant difference in user experience and practical quality. For the "Color Gradient" interface, there is a significant difference in practical quality based on gender.
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Result

Time Countdown: The difference in cognitive load generated at different levels of insomnia severity is most significant, especially in terms of time and physical load, which cannot meet the needs of all groups.

Zoom In/Out: With the lowest cognitive load and highest user experience scores, it is suitable for breathing guidance design.

Up/Down: Except for lower subjective performance scores among females, there are no significant advantages or disadvantages in cognitive load and user experience.

Color Gradient: It has the highest cognitive load, but its innovative guidance method can enhance user willingness. Interview results show that some participants prefer abstract guidance methods because vague guidance causes less stress.
05
Prototype

According to the research statistics, "Zoom In/Out" and "Up/Down" are identified as better breathing guidance methods. Therefore, the game design will focus on these two guidance techniques. The game features a starry sky as the main screen design, with breathing guidance achieved through the moon zooming in and out or the waves rising and falling.
Thanks For Your Watching
Authors: Yi-Jen Lai / Prof. Ko-Chiu Wu
Conference: International Design Conference on Integrated Interdisciplinary Innovation 2024
Date of Conference: 15-16 March 2024
A User-Centered Interface Design for Insomnia Game
Published:

A User-Centered Interface Design for Insomnia Game

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