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Sleep Better
Solutions to Insomnia among Young Adults

Overview

Sleep Better is an instructional research and design project conducted as a course project as NYU students.

Duration

Feb - May 2024

Team

5 people

Role

UX Designer | User Researcher

Target Users

Young Adults with Insomnia

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Stage 1
Research

Research Questions

Needs

  • What is the problem?

  • What is the cause/origin of the problem?

  • How does the sleeping issue affect aspects of life?

  • What is the gap between learners’ actual and optimal performance?

  • What is the biggest challenge in the process of dealing with insomnia?

  • Are there any existing solutions? Are they adequate?

Learner

  • Who are the learners? What are their demographics and characteristics?

  • What are learners’ expectations for the learning experience?

  • How motivated are the learners to address their sleeping issues?

  • What are their learning preferences?

  • What is the teaching mode?

Task

  • How to locate SMEs to help us understand the content?

  • What knowledge or skills should be taught?

  • What are the goals and objectives?

Research Methods

SMEs
(Subject Matter Experts)

Desk Research

Survey

Interview

Needs Analysis

In Needs Analysis, initial interviews with five participants provided us with the context for the problem. Subsequently, we cross-referenced responses from 60 survey respondents with online research to pinpoint the main causes of insomnia. 

What is the problem?

Sleep disorders, particularly insomnia, are prevalent among young adults, negatively impacting various aspects of life. 

(Learner Survey)

Over 60% of the respondents have experienced insomnia frequently.

64.5% of the respondents reported that insomnia negatively affected their lives at a level of 3 or more (scale of 1-5). 

Quotes from The Interviewees

Male, 24 
Financial seller

“I can't concentrate at work, and even simple tasks stress me out. Plus, I keep getting sick because my immune system's shot from lack of sleep.”

Female, 23
Science teacher 

"As a teacher, it requires me to be fully awake and socially aware, and when I procrastinate to sleep, I will naturally not be the most active person, which affects my entire mood and ability to work."

“I will say at first, maybe 1, 2, 2 shots (of alcohol) every day, then it becomes more, like 2, 3 shots. Then I realized, I drink too much every day.”

Female, 25+
Software engineer

Gap Analysis

In our gap analysis, we have identified three types of gaps: knowledge, habits, and motivation (Dirksen, 2015).

Current State

  1. Drinking late at night. Alcohol disrupts sleep cycles, particularly affecting the REM sleep stage crucial for deep rest and memory consolidation.

  2. Gossiping with friends at late night. If conversations turn to negative topics, it may induce emotional fluctuations or increase the psychological burden, thus affecting sleep quality.

  3. Prolonged use of sleeping pills may result in dependency, increased tolerance (requiring higher doses for the same effect), and withdrawal symptoms upon cessation.

  4. Don’t want to make any changes.

  5. Engaging in excessive phone use before bedtime. Excessive smartphone use before bedtime disrupts the sleep-wake cycle and delays sleep.

Desired Future State

  1. Limiting Evening Caffeine and Alcohol Intake after 2 pm.

  2. Engage in relaxation activities such as reading, deep breathing, meditation, or taking a warm bath to reduce stress and anxiety and prepare for sleep.

  3. Seeking more specific treatments such as Cognitive Behavioral Therapy for Insomnia (CBT-I), tailored specifically for treating insomnia.

  4. Aim to go to bed and wake up at the same time every day, including weekends which regulate the body clock for easier and more restorative sleep.

  5. Minimize electronic device usage, such as smartphones, tablets, and TVs, at least an hour before bedtime.

Learner Analysis

In learner analysis, we did desk research on the learner characteristics and gained insights into motivation and preferences through a survey with 60 respondents.

Learner Characteristics

Greater Smartphone Dependency 

Young adults have an all-time high level of smartphone dependency from 2013 to 2023. 

Heavier Internet Use 

Among young adults with at least some college experience and from high-income households, internet usage is near universal. 

Relatively Higher Education Level

Young adults today are much more likely than their counterparts 30 years ago to be college graduates.

Learning Location
We received 57 responses in our survey. The result highlights home and educational spaces as primary locations for engaging in learning activities. 79% respondents indicated home as their typical learning location. 60% reported engaging in learning activities in educational spaces.
This indicates that individuals value comfort, access to resources, and structured learning environments.

Learning Length
As for the preferred learning length, we received 57 responses. The data underscores the preference for shorter, bite-sized learning sessions, with 79% of them preferring learning sessions within 30 minutes and 19% preferring 30 minutes to 1 hour. 
This highlights the importance of delivering content in a format that is convenient, accessible, and conducive to optimal learning outcomes.

Learning Mode
Regarding the preferred modes for leanring, we collected 57 responses. Overall, the data suggests a strong preference for online and self-paced learning methods. The highest percentage of respondents (64%, 36 respondents) indicated a preference for online learning. Half of the respondents (50%) preferred self-paced learning. 
This highlights the importance of accessible and flexible resources for addressing sleep-related issues.

Learning Mode
Regarding the preferred modes for leanring, we collected 57 responses. Overall, the data suggests a strong preference for online and self-paced learning methods. The highest percentage of respondents (64%, 36 respondents) indicated a preference for online learning. Half of the respondents (50%) preferred self-paced learning. 
This highlights the importance of accessible and flexible resources for addressing sleep-related issues.

Personas

Task Analysis

For task analysis, we interviewed two Psychology Experts and referenced 'Why We Sleep?' by Matthew P. Walker for foundational guidance. Additionally, we used online resources for detailed information.

SMEs

Ziki Dong

Master's Degree in Psychology
Clinical Intern
Sleep Research Project Member

Matthew P. Walker

Ph.D. in Neurophysiology from the Medical Research Council in London
Director of the Center for Human Sleep Science
Author of “Why We Sleep?”

Yuchen Shi

Master's Degree in Psychology

Key Contents

Key Tasks

Goals and Objectives

Goals

  • Gain a foundational understanding of the scientific principles governing sleep.

  • Recognize the critical importance of sleep.

  • Establish basic sleep hygiene practices and behavioral techniques to enhance sleep quality.

  • Cultivate the ability to evaluate the effectiveness of implemented sleep strategies.

  • Take an active role in managing personal sleep health.

Objectives (Bloom’s Taxonomy)

Remember

  • Define circadian rhythms and explain their significance in regulating sleep-wake cycles.

  • Describe the two-process model of sleep regulation and the roles of melatonin and caffeine.

  • Identify the stages of the sleep cycle and their characteristics (Wake, REM, NREM1, NREM2, SWS).

Understand

  • Explain how modern factors such as light exposure, temperature, caffeine, alcohol, and alarms affect sleep quality.

  • Discuss the underlying reasons why humans need to sleep and the implications of inadequate sleep on health and well-being.

Apply

Analyze

Evaluate

Create

  • Utilize the SATED Sleep Questionnaire, Sleep Diary, and Sleep Hygiene Index (SHI) to assess personal sleep fulfillment and hygiene.

  • Practice progressive muscle relaxation (PMR) techniques as a method for reducing stress.

  • Compare cognitive behavioral therapy for insomnia (CBT-i) and sleep medication in terms of effectiveness and potential side effects.

  • Break down the causes and consequences of sleep deprivation, examining the physiological, cognitive, and emotional effects.

  • Assess the effectiveness of implemented sleep strategies and treatments through self-reflection and objective measures.

  •   Design personalized sleep improvement plans based on individual needs and preferences.

Design Implications 

The Needs Analysis, Learner Analysis, and Task Analysis provide design implications in these aspects:  

The design should be concise and easily accessible, allowing learners to engage from the comfort of their homes or educational environments. 

The design should address both theoretical concepts and practical applications, bridging the habit and knowledge gap in young adults. 

The design should provide options for learners to personalize their learning journey based on their unique goals.

The design should cater for the higher education level of the target audience, offering advanced concepts to support continuous intellectual growth. 

Stage 2
Design

Early Ideas

Idea 1: "Video Learning Series: Deal with Insomnia"

A series of instructional videos which present factual and practical knowledge about sleep hygiene practices and behavioral techniques.

Main Features

  • Simple, digestible segments to avoid overwhelming learners.

  • Combined multiple visual demonstrations (animations, graphics, and charts).

  • Step-by-step demonstrations of various sleep hygiene practices and behavioral techniques.

  • The pace of viewing videos can be tailored by learners.

Pros

  • Videos allow for the demonstration of relaxation techniques and exercises.

  • Learners can pause, rewind, and rewatch videos as needed.

  • Instructional videos can be easily accessed anytime and anywhere with an internet connection.

Cons

  • Unlike games or simulations, videos typically offer limited opportunities for learners to ask questions or seek clarification in real time.

  • There is still the risk of learners becoming disengaged or distracted, particularly if the content is too long or not engaging enough.

  • The opportunities to interact with peers provided by videos are very limited.

Considerations

  • It needs to be considered how to balance direct instructions in the videos with other instructional strategies that encourage higher-order thinking, creativity, and independent learning.

Idea 2: "Audio-Text Learning: Sleep Science Explorer"

A learning platform that combines text and audio materials to provide a personalized and interactive journey through the principles of sleep science.

Main Features

  • Theoretical knowledge is divided into different levels and modules, allowing users to select suitable learning paths. 

  • Each learning unit includes textual materials and interactive audio exercises. There is a small quiz at the end of each module.

  • Interactive exploratory activities guide users through specific sleep habit cases.

Pros

  • Allowing users to learn at their own pace caters to the busy features of young adults.

  • Stimulating both visual and auditory channels simultaneously helps users learn in different formats, strengthening memory and understanding.

  • Offers instant feedback and rewards, enhancing engagement and motivation.

Cons

  • Compared to more highly interactive learning methods, its interactivity may still be limited which may impact learners' sense of engagement and depth of learning.

  • It restricts learners from engaging in discussions with other learners.

Considerations

  • Ensuring the platform's interface is intuitive, content organization is clear, and learning pathways are straightforward which can help reduce cognitive load for learners, enabling them to focus more on the learning content itself.

Idea 3: "Sleep Strategy Simulator"

Main Features

  • While interacting with in-game characters, players can gain facts and utilize them for personal strategies.

  • Challenges are designed for players to earn points and unlock new levels, encouraging them to explore and engage.

  • Within the simulator is a plugin forum that forms an online community where players can exchange experiences and strategies, discuss gameplay tactics, and connect with fellow enthusiasts.

An interactive simulation game that allows learners to select and implement different strategies in a simulated sleep environment.

Pros

  • Provides an immersive and interactive learning experience, making it enjoyable for players to engage with educational content.

  • Players receive immediate feedback on their actions within the game, allowing for quick learning and adjustment of strategies.

  • Fosters social interaction and collaboration among players, promoting shared learning experiences.

Cons

  • Some players may experience technical problems.

  • The engaging nature of the game may lead to distractions or detract from focused learning.

  • The depth of content may be limited compared to traditional learning materials, potentially missing out on more comprehensive learning opportunities.

Considerations

  • Implement robust privacy and safety measures, particularly if the game includes social media integration or online features, to protect players' personal information and ensure a secure gaming environment.

Final Proposal - “DreamQuest: Sleep Mastery"

An interactive online course, accessible on both web and mobile platforms, integrates multimedia learning, simulation games, and online forums across four structured sections.
This course will progressively guide learners from basic comprehension to advanced application and critical evaluation of sleep science concepts, facilitating a comprehensive understanding and practical application of sleep hygiene practices. It is designed to be self-paced, allowing learners to access the materials at their convenience, ensuring flexibility in their learning journey. 
To motivate learners and monitor their progress, the course is gamified: a point system is integrated throughout the course. Learners' achievements are tracked through these points, and the points for each week will become stars which can be later traded on the MOOC platform for more free courses. Upon completion of the course, they will receive certificates with badges that reflect their earned stars in each module, recognizing their level of mastery and engagement.

Course at A Glance

Logic Model

Here is the link of our logic model.

Objectives and Activities for Each Week

Here is an activity journey map to illustrate the objectives and activities of each week. 

Click here to check the User Journey Map.

Design Rationale

Stage 3
Development
& Evaluation

Prototype

Below are our prototype files in Figma.

Evaluation Plan (week 1 as example)

The content to be evaluated is the instruction of week 1: Understand the Sleep Science, which mainly focuses on the introduction, basic ideas and significance of sleeping. This week, learners will try the simulation at the beginning and end of the instruction to implement strategies for managing the character's sleep. They will also watch a series of videos to understand the importance of sleep, circadian rhythms, model of sleep regulation, etc.

The issues we expect to figure out from the formative evaluation include:

  • What is learners' impression of our product?

  • Are learners able to understand the structure and content of the instruction from our product?

  • What part of our product is working?

  • What part of the product needs to be improved?

  • How can it be improved?


The purpose of this evaluation is to know learners’ reactions to the content of week 1. The evaluation could provide answers to the questions mentioned above and help the design team to improve the program and the design process.

In our formative evaluation, we employ a usability test coupled with a brief post-session interview. This combination of methods was selected for its effectiveness in gaining insights into user interaction with our product and gathering immediate feedback on user experiences and challenges. 

To illustrate, the usability test allows us to observe firsthand how users perceive and respond to our visual designs, UX writings, and navigation system, identifying any usability issues or areas of confusion. The post-session interview complements this by providing an opportunity for users to articulate their thoughts, preferences, and suggestions, thereby enhancing the validity of our findings. 

In the session, we plan to conduct tests with a sample of 3 NYU students. This convenience group aligns with our target audience, enabling us to assess the efficiency of the platform's clarity and navigation among users within our intended demographic. 

Tasks:


1. Navigate to the session titled “Understand the Sleep Science” and briefly describe how you would do so.
2. Find the learning content for this session. Please locate and open them.
3. Explain how the course is divided into modules. 
4. Locate the section where simulation games are provided.
5. Open the community and participate in a forum discussion in week 1.

Interview questions:

  • What were your overall impressions of navigating through the course platform? Did you encounter any difficulties or frustrations while completing the tasks?

  • How easy was it for you to find your way around the course materials?

  • Did you encounter any difficulties in identifying the functional buttons on the website?

  • How do you feel about the structure of the course regarding clarity and logic?

  • Were you able to understand how the course was organized and what was expected of you?

  • Do you have any suggestions for how we could improve the clarity of the course platform?

Conducting the Usability Test

  1. Briefly introduce the purpose of the session to the participants, explaining what they will be doing and how they should approach the tasks.

  2. Have participants interact with the product. Observers should note any difficulties or hesitations as users engage with the interface. This might involve navigating through modules, using specific features, or interpreting icons and symbols.

  3. Collect data on how participants use our design, noting any usability issues they encounter and their overall ease of use. Use screen recording, note-taking, or video recording for later analysis.


Post-Session Interview

  1. Conduct a brief interview with each participant. Ask open-ended questions to elicit detailed responses about their experience. Focus on understanding the user's thoughts about the visual, video, simulation, process, and effectiveness of the design, any challenges they faced, and any suggestions they might have.

  2. Record these interviews for thorough post-session analysis, ensuring all details are captured accurately.

Comments

From fellow NYU students and our professor

"Very strong presentation of your early ideas. I especially like that you created logic models for each of them!"

"Your prototype is incredible! It feels like an actual application. And your evaluation plan is comprehensive. I like the part about the tasks and corresponding interview questions so that I can build a connection with what you did in the evaluation for what purpose."

"Your research is clear. You mention both causes as well as impact for insomnia among young people. You capture the need and problem very comprehensively."

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 © 2025 by Yuxing Chen

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