User Preferences for Interaction Timing in Smartwatch Sleep Hygiene Games

要旨

Good sleep hygiene is essential for quality sleep. This study investigates user preferences for the timing of interactions with features in smartwatch-based sleep hygiene games. Findings reveal that interactions during sleep are generally undesirable, with Sleep Health Points being the only exception. We also identified a misconception that games must involve active play, overlooking the potential of passive and idle game mechanics. Participants preferred engaging with planning and behavior-triggering features before the associated behavior, while reflection and reinforcement features, like reports and rewards, were favored post-behavior. The perceived dual functionality of certain features suggests that preferred interaction timing depends on users' perceptions of the features’ roles. Users' schedules and situational context, especially evening availability, also influenced their preferences. This study highlights the importance of aligning feature timing with user routines and perceptions, and advocates for game designs that blend active and passive elements to boost engagement and promote sleep hygiene.

著者
Zilu Liang
Kyoto University of Advanced Science, Kyoto, Japan
Daeun Hwang
University of California, Santa Cruz, Santa Cruz, California, United States
Samantha Chen
University of California, Santa Cruz, Santa Cruz, California, United States
Nhung Huyen Hoang
Kyoto University of Advanced Science, Kyoto, Japan
Kingkarn Khotchasing
Kyoto University of Advanced Science, Kyoto, Japan
Edward F.. Melcer
Carleton University, Ottawa, Ontario, Canada
DOI

10.1145/3706598.3713591

論文URL

https://dl.acm.org/doi/10.1145/3706598.3713591

動画

会議: CHI 2025

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2025.acm.org/)

セッション: Games

G318+G319
7 件の発表
2025-04-28 20:10:00
2025-04-28 21:40:00
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