a critical design about social media and current society

Fall Asleep with Visual Orgasm

Team

Myself

Time

6 Months in 2021

ROle

Problem Statement Findings,
Concept Research,
Concept Development,
Digital Product Design

Tool

Figma, Adobe InDesign
Oculus Quest 2

Project Objectives

Sensory stimulation is a term that is vaguely known but not 100% explained. It is currently widely used primarily in therapy to help patients or users achieve a relaxing and calming effect on the body and mind. In addition to the term visual orgasm, this type of visual stimulation can be called visual ASMR, which is a subjective euphoric experience characterized by a combination of positive sensations and a distinct static-like tingling sensation on the skin. The user interface is a visually integrated service design experience, and the landscape of current interface design seen in other services is mostly minimalist or artistic in style, but there is none that incorporates visual ASMR into it. Therefore, this paper will focus on an innovative incorporation of visual ASMR in interface design and attempt to broaden its scope.

Phase 1 - Thesis outline & structure

In the digital age, sleep struggles are widespread, prompting a tech-driven quest for solutions. Enter ASMR—an emerging trend that combines sound and sight to soothe and induce sleep (Barratt & Davis, 2015). While ASMR videos are plenty, the visual dimension remains largely unexplored. This study delves into the impact of visual ASMR experiences on sleep, aiming to innovate sleep enhancement techniques.

Phase 2 - Related Works

ASMR triggers physical and mental responses via sounds and visuals, gaining popularity globally. Detailed content induces ASMR responses. This study curates visual ASMR videos for mobile interfaces, aiding relaxation and sleep. ASMR also enhances stress relief in mobile games. This research explores ASMR's potential in relaxation, sleep, and stress management on digital platforms.

sleep

Circadian Rhythm

Biological clock impacted by light, DNA; disrupted by blue light from screens, contributing to insomnia.

Sleeping Issues

Digital lifestyles, screen use raise sleep disorder cases by 17%. DNA and societal pressure affect sleep patterns, mental health.

virtual reality

VR Immersive Experience

VR merges sound, visuals, and feelings, heightening emotions and immersion.

Applications of VR

Via headsets, it offers interactive virtual experiences. Enhances mental wellness with sound, visuals, and interaction on platforms ex: Meta Oculus Quest 2.

Phase 3 - Methodology & Design Research

This study employed qualitative research methods, including interviews, diaries, and generative tools, to investigate user experiences. It acknowledges limitations, such as the qualitative nature and constraints on participant numbers. Challenges included video selection criteria and the remote experiment setup. The study sheds light on how visual ASMR videos affect sleep quality, offering insights and considerations for future applications.

Twenty participants aged 23-55 were interviewed randomly for 10-15 minutes via calls, divided into three parts: background information, sleep quality, stress, habits, and insomnia experiences. The process and purpose of follow-up were explained.
PSQI Questionnaire: The Pittsburgh Sleep Quality Index (PSQI) questionnaire provided consistent sleep quality scores. It mirrored interview topics and incorporated frequency of sleep habits for scoring.

In a three-week experiment, participants tracked their daily activities, meals, and sleep observations through Google forms. The experiment assessed the impact of cool and warm-toned visual stimulation videos on sleep quality during control, cool-tone, and warm-tone video phases. Videos were selected from YouTube with keywords like "sleep aid" and "ASMR," focusing on visual stimulation without sound emphasis. Ten participants from previous interviews continued, representing various sleep qualities: three with normal sleep (PSQI<5), three with poor sleep (PSQI>5, <10), and four with very poor sleep (PSQI>=10). Feedback collected used a hybrid questionnaire-interview format, covering video selection, preferences, mood changes, sleep quality, and related details.

Findings

  1. 7 of 10 slept faster, especially those with PSQI scores ≥ 10.

  2. 7 of 10 found the videos relaxing.

  3. 1 of 10 felt no impact.

  4. 7 of 10 improved sleep onset, 5 perceived better sleep quality, 3 felt refreshed.

  5. Participants watched all videos initially, continued with favorites.

Limitations & Discussion:

  1. Limited, selected participants due to resource constraints.

  2. Minimal impact of video uniformity on results.

  3. Remote three-week experiment with daily diaries, potentially influenced by unexpected events. Follow-up interviews aimed to address these issues.

Phase 4 - Design Progress

After conducting interviews and questionnaires, three personas were created: Danny (normal sleep quality), Joanne (poor sleep quality), and Irene (very poor sleep quality). These personas help understand users' behaviors, goals, pain points, and motivations.

Requirements & Functionalities:

  1. Pre-Sleep Ritual: Users need a relaxation session before bed to improve sleep quality.

  2. Onboarding: User-friendly onboarding for first-time users.

  3. Motivation: Users want to improve sleep quality and collect sleep-related statistics.

  4. Main Functions: Includes ASMR video library, onboarding session, and data analysis and feedback.

Phase 5 - Prototype & Usability Test

A usability test was conducted to confirm the usability of the design. Participants were randomly selected to complete tasks such as onboarding and video selection. Probing questions were asked, and results were categorized into "Serious Issue," "Minor Issue," and "Good Practice."

check here for the figma prototype