Creating a survey about migraine

My following approach

To distance myself a bit more from my own experiences and take the role of a User Researcher, i plan to create an online survey about migraine with and without aura. The goal will be to ask participants for the individual experience of aura and gather more insight into what migraineur’s struggles are. Besides, I would like to find out if they use any tools to track their pain days and if yes, which ones. Lastly, it could be interesting to ask them about a way to simulate an attack to raise awareness about migraine and if they can imagine it to be implemented in VR or with an App or an art installation?

Goals

  • collect info about individual experience of aura (migraine profile)
  • personal impact of disease on life areas/ struggles
  • tracking habits/ used tools to track migraine pain days & symptoms
  • identifiying missing features/ improvements in Apps/websites
  • awareness gaps (lack of understanding of people who are not affected)
  • simulation mediums

Target group

First of all, the target group needs to be defined for the survey:

  • migraineurs with aura
  • migraineurs without aura
  • chronic migraine or episodical migraine
  1. Do you experience an “aura” before or during your headache?
  • Yes, always
  • Yes, sometimes
  • No

2. How would you describe your aura symptoms? (Select all that apply)

  • Zig-zag lines or flashing lights
  • Temporary vision loss/blind spots
  • Numbness or “pins and needles”
  • Difficulty speaking or finding words
  • Other:

4. What is the most difficult part of living with migraines for you? (Open text)

5. Which of these life areas is most impacted by your attacks?

  • Career/Work productivity
  • Social life and friendships
  • Family life/Parenting
  • Mental health (Anxiety/Depression)
  • Other:

7. Do you currently track your pain days or symptoms?

  • Yes
  • No
  • I used to

8. Which medium do you prefer, if you track your migraine?

  • Physically (on paper)
  • App
  • Website
  • standard calendar
  • Other:

9. If you use an App or Website, which one do you use? (Open text)

11. Do you feel that people who are not affected by migraines truly understand what you go through?

  • Scale 1–5: 1 = Not at all, 5 = Completely

12. Do you find it helpful to talk to people that also experience migraine?

  • Scale 1-5: 1 = Not at all, 5 = Completely

13. Have you ever seen an “accurate” visualizing or simulation of migraine?

  • yes
  • no

14. Which medium do you think would be most powerful for a migraine aura simulation?

  • Art Installation: An immersive room with lights, sounds, and physical barriers.
  • Virtual Reality (VR): Putting on a headset to see/hear symptoms
  • Mobile App: An AR (Augmented Reality) filter showing “aura” over the real world
  • Other:

Tool

I chose Survey monkey to create my survey since I wanted to try a new tool and after investigating found that it is the best free solution.

VR to simulate migraine with aura?

VR is increasingly used to raise awareness and to bridge the gap between healthcare providers and patients. While traditional medical training focuses on the science of a disease, VR allows users to experience the symptoms and the daily struggle of living with them.

VR disease simulation is typically implemented during medical education and professional development.

Medical School/Nursing School: It is often a mandatory module to help students understand the perspective of the “stigmatized other” before they begin clinical rotations.

Hospital Staff Training: Current healthcare professionals use it to renew their sensitivity toward specific patient groups, such as the elderly or those with mental health disorders.

There is a massive and growing body of research. A 2023 scoping review found that while empathy training used to be limited to actors (Standardized Patients), VR has now become a standard research tool.

The combination of virtual reality and serious games has shown high potential to increase understanding for patients and how symptoms might impact their well-being.

Migraine simulation in VR

During my research about migraine and different aura types I stumbled across a study where VR is used to simulata an aura.

In a study a virtual environment (VE) was used to visualize a migraine using a VR head-mounted display (HMD). The keyfindings after testing it with 32 subjects were:

  • Methods: Researchers split participants into two groups. One group simply tried to picture themselves having a migraine, while the other group used a visualization tool to “see” the symptoms.
  • Empathy: People who actually saw the visual simulation felt a much stronger sense of empathy toward real migraine sufferers than those who just imagined the pain.
  • Immersion: Those who watched the visualization also felt more “present”—meaning they felt more like they were actually experiencing the event—compared to the imagination group.

So in conclusion you could say that VR seems to offer a great possibility to spread awareness, reduce stigma, educate and increase empathy for the ones that are affected.

Sources:

  • S. Misztal, G. Carbonell, L. Zander and J. Schild, “Simulating Illness: Experiencing Visual Migraine Impairments in Virtual Reality,” 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH), Vancouver, BC, Canada, 2020, pp. 1-8, doi: 10.1109/SeGAH49190.2020.9201756. keywords: {Visualization;Games;Diseases;Visual effects;Resists;Training;virtual reality;empirical studies in HCI;migraine simulation;empathy;presence;perception of illness}
  • Yamada, R., et al. (2025). “A scoping review on the use of virtual patients for enhancing empathy in medical students.” University of Toyama. (Analyzes how “virtual patients” are replacing traditional methods).

User Interfaces in Video Games 5/10

User Interfaces in Video GamesThe quest for genre-appropriate and usable game UI

Now that we have a basic understanding of the different types of HUD and UI elements within video games, I’d like to share some interesting considerations about the the functions and different types of game UI.

During my research the most interesting thing I came across is the idea of diegetic user interfaces. Diegetic is defined as “existing or occurring within the world of a narrative rather than as something external to that world [1]“. This usually refers to cinema with the example of in-universe music, but in the video game context user interfaces can also take on this role. Some UIs feel like they’re slapped on the screen without consideration of the world they’re in, while others barely feel like utilities for the player with how immersive they are.

This four-part framework helps with differentiation and categorisation by asking two questions:

  • Is the UI part of the game world?
  • Is the UI part of the story?
Figure 1: The Four Types of Visual Representations of Interfaces
Source: [2]
Figure 4: Baldur’s Gate 3 UI
Source: [4]
Figure 4: Sims 4 UI
Source: [5]
Figure 4: Killzone 2 UI
Source: [6]
Figure 4: Dead Space UI
Source: [7]

Circadian lights for better sleep quality

a man looking at his phone in bed
Using your phone at night disturbs the sleep cycle, Harvard Health publishing

Artificial light, especially from lightbulbs and smartphones, disrupts our sleep cycle and suppresses the production of melatonin. The aspects that disturb us are primarily brightness, temperature and prolonged use during evening hours. This happens because the sun naturally emits intense blue light during peak hours and as smart devices mimic these conditions, our mood is boosted and our body becomes alert

the sun's temperature during the day. 9AM high awareness, 3PM drop in awareness.
Different light temperatures and their effect on humans, Flexfire
circadian rhytm with times, colours and what they mean for the human body
The cricadian rhytm, Lighting Research Center, Mariana Figueiro, Kassandra Gonzales, and David Pedler. Designing with Circadian Stimulus, October 2016

Calm tells us that a common best-practice for better sleep quality is avoiding screens 12 hours before bed, but if this is not possible, there are other solutions:

  • Using dark mode, to shift screen colors to warmer tones (yellow/orange) 
  • Using blue-blocking glasses, to filter out blue lights
  • Lowering brightness
  • Choosing calm, low-stimulation content 
  • Exposing yourself to lots of bright light during the day, which improves mood and ability to sleep (Harvard Health Publishing)
  • Using dim, indirect lighting in your room, so your eyes are not adjusting between two extremes.
  • Creating rituals to wind down, like sipping tea, stretching gently, dimming lights or playing ambient sounds or calming music

The less your nervous system has to process, the easier it is to relax. Therefore, when using your phone in the evening, you should:

  • Avoid fast-cut editing, suspenseful storylines, or emotionally charged posts that can keep your brain alert long after putting down the phone
  • Avoid answering e-mails, playing games or watching engaging shows
  • Consume slower, more predictable content, like a familiar show or nature documentaries
  • Avoid social media or curate your feed towards slower content
  • Use apps that guide meditation, breathing, or visualization 
  • Listen to white noise, gentle music, or ASMR, with the “Do Not Disturb” mode on and the phone slightly out of reach
  • If you doom scroll, set a timer, a sleep reminder or keep the phone away from you when you are ready to sleep

Calm is an app with bedtime stories, guided meditations, relaxing music, soundscapes and the function to track your sleep.

UI of the Calm app
Calm’s library of meditations, Sleep Stories, music, and more, Calm

According to Calm, different light colours can affect the sleep cycle differently:

  • Blue light helps you stay focused but wakes you up in the evening
  • White light supports alert and clarity
  • Yellow and amber light mimics sunset colours and relax the body, telling it to wind down
  • Red light is the least likely to interfere with sleep thanks to its long wavelengths
sunset seen from FH Joanneum rooftop
Red light tells us that the day is ending and has a relaxing effect on us

A polysomnographic (PSG) and electroencephalographic (EEG) study published in Sleep Medicine Volume 14, Supplement 1 showed that sleeping with a bedside light on not only causes change in sleep quality , but also has a persistent effect on brain oscillations.

Many companies, such as Ge Lighting are designing Circadian Lighting products. According to their website, Circadian Lighting is a concept that can help support the internal biological clock and sleep. With light the human cycle can be synchronised with the natural cycle of the world. Circadian Lighting does not only improve health, but also reduces fatigue and improves productivity, concentration, cognitive health and physical and emotional wellness. 

Circadian Lighting considers color temperature, time, duration, and angle of light. The methods used are intensity tuning, colour tuning and Correlated color temperature (CCT). Intensity tuning is a controlled dimming system that sets the light’s intensity to match the brightness of the sun. Colour tuning and correlated colour temperature match the light’s temperature to match the colour of the sun. Values range between 1000K and 10000K. The lower, the warmer and the higher, the cooler. 

woman interacting with a Circadian Lighting interface installed beside her bed
Circadian Light system that allows personalisation on a small interface on the side of the bed, Interact Lighting

Below you can find some Circadian Lights. These products are connected to the Internet and allow a schedule and settings personalisation through an app or other interface.

lightbulb
CYNC Soft White LED Light Bulbs allow you to set schedules, control away from home, control with your voice, save preferences and dim/brighten lights. You can connect them to your smartphone via Bluetooth or Wi-Fi and they work with Alexa and Hey Google. In addition, you can use the Cync App to create custom scenes, set schedules, and control multiple bulbs at once, even remotely.
lightbulb with cardboard box
TUO Circadian Smart Bulb allows customized schedules with fade to wake you up in the most natural way. It works with the TUO Life App, compatible with iOS and Android. It features three modes: wake, active and calm.
a modern-looking beside light with a calming hue
The Loftie Lamp features sunrise wake ups, bedsignal bedtime reminders, sunset dimming, custom colours and gradients, night light mode, reading light mode and adjustable brightness. It can be connected to the Internet, pairs with the Loftie Clock (Optional) and can be controlled with the Loftie App. Functionality is combined with a modern design and intuitive physical buttons.

Philips has developed a lighting management platform called Dynalyte. It allows users to create different lighting scenes to suit a variety of tasks and occasions, schedule scenes according to sunrise and sunset, seasonal changes and and public holidays and also the function to group luminaires. To manage their space, users can choose between browser-based software and mobile apps. The system includes user profiles and access control.

home screen of Dynalite
The interface is customisable in terms of language and iconography and allows easy scene selection, Dynalite

Calm Tech Institute Awards – Part II

In the last blog entry I looked into the calm alarm clock “Dreamie”. Another two award-winning examples are the Luma³ breathing companion and the Mudita Kompakt smartphone.

Luma³ breathing companion

While most meditation apps add screen time and complexity, Luma³ is designed to guide conscious breathing without screens or apps, making it a calm and accessible tool for any environment. The device offers multiple scientifically backed breathing programs to support relaxation, balance, and stress relief, all delivered through light rather than screens or audio instructions.

Luma³ informs users and creates calm by guiding breathing without cognitive overload. It communicates without speaking, using light pulses to convey rhythm while allowing users to focus entirely on their breath. Its SteadyGlow™ mode provides a subtle presence in peripheral vision when not actively in use, creating a gentle, calming effect in the room. By leveraging ambient light, peripheral awareness, and simple physical presence, Luma³ demonstrates how devices can support mindfulness without adding mental strain.

Mudita Kompakt

The Mudita Kompakt represents an attempt to create a calm smartphone, also recognized by the Calm Tech Institute. Unlike conventional smartphones designed to maximize engagement, the Kompakt focuses on focus, privacy, and freedom from digital distractions.

At its core is a paper-like E Ink display, which reduces blue light exposure, minimizes eye strain, and discourages prolonged screen time. Instead of offering endless apps and notifications, the phone runs on MuditaOS K, a minimalist operating system that includes only essential functions: calls, messages, calendar, notes, music, and offline maps—without ads, tracking, or attention-grabbing features.

A key feature is Offline+ Mode, allowing users to intentionally disconnect. Connectivity features such as cellular data, Wi-Fi, Bluetooth, microphones, and the camera are disabled, making disconnection a deliberate and trustworthy choice rather than a temporary workaround. This mode is controlled via a physical switch, so no unnecessary interaction with the screen is required, and it can even be engaged through passive, peripheral interaction, allowing users to disconnect without actively focusing on the device. By combining E Ink, minimal software, peripheral-friendly controls, and intentional offline modes, the Kompakt exemplifies how smartphones can support calm and attention-aware interaction.

Design Tools for Calm Technology

All three product examples use deliberate design tools to create calm interactions. Ambient light, E Ink displays, tactile physical controls, and peripheral cues help reduce cognitive load and minimize unnecessary engagement. Features such as light-guided breathing and an Offline Mode controlled by a physical switch allow users to interact naturally without being drawn into constant foreground attention, enabling interaction through the periphery rather than the screen.

In addition, the reduction of content and functionality, as seen in both the alarm clock and the smartphone, plays a key role. By keeping only the necessary features, these products remove extra choices users would otherwise have to make while trying to achieve a goal. This reduction in decision-making helps lower mental load and supports more focused, intentional use. Together, these design tools translate calm technology principles into concrete, user-centered experiences that genuinely support well-being.

Calm Tech Institute Awards as a Benchmark Tool

As the Calm Tech Institute Awards specifically focus on products designed with human attention in mind and curate them in a collection of awarded examples, they can serve as a valuable benchmark tool for technologies that serve the principles of calm technology. 

References:

AI Assistance Disclaimer:

AI tools were used to improve grammar and phrasing. The ideas, examples, and content remain entirely the author’s own

User Interfaces in Video Games 4/10

User Interfaces in Video GamesThe quest for genre-appropriate and usable game UI

After getting a bit more familiar with how the need for UI in games emerged through a bit of history, I want to get more theory focused now with some definitions. I’ve already mentioned HUDs in my last post so let’s get it all on paper, as well as clear up any abbreviations that may keep popping up.

Figure 1: Battlefield HUD
Source: [5]

In this section I would like to make a distinction between HUD UI elements and other game screens, since all of this is part of the UI, the difference being that HUDs are active during gameplay. As games have evolved, these elements have became staples of the user interfaces within them.

The following are some visual examples of individual HUD elements as well as game screens (on the example of the 1999 game Metal Gear Solid), providing a short overview of the elements.

  • Health bar – shows the current life the player has remaining, often abbreviated as HP (Hit Points), which came from the tabletop role-playing game Dungeons & Dragons [6].
    • health
  • Score – shows the current or final score accumulated.
  • Ammunition gauge – shows the number of bullets/projectiles available, important for shooters.
  • Inventory – shows items possessed/equipped, important for role-playing games.
  • Map/Radar – assists player with navigation by providing an on-screen means of navigation with “you are here” indicators.
  • Context-Sensitive Prompt – text or icon that appears when the player is near an object that can be interacted with [7].

Figure 2: Elements of a HUD
Source: Own Production, referenced from [7]

  • Title Screen/Start Screen
  • Pause Screen
  • Options/Settings
  • Save/Load Game
  • Controls
  • Game Over Screen
  • Loading Screen
  • Legal/Copyright
  • Credits
Figure 3: MGS Title Screen
Source: [8]
Figure 4: MGS Pause Screen
Source: [8]
Figure 5: MGS Options
Source: [8]
Figure 6: MGS Load Screen
Source: [8]
Figure 7: MGS Controls
Source: [8]
Figure 8: MGS Game Over
Source: [8]

User Interfaces in Video Games 3/10

User Interfaces in Video GamesThe quest for genre-appropriate and usable game UI

Last time I answered the question of what the first video games were, namely Tennis for Two and Spacewar!. Today, I’ll be taking a step further and covering the universally known earliest video game Pong, as well as taking a quick look at the progression of games and their interfaces further.

Yes! Games finally became commercially successful and available to the general public outside of science fair and university contexts thanks to the shift away from giant computers that weighted dozens of kilos and cost thousands.

Figure 1: Pong on the TV
Source: [1]

Pong was developed by Atari which was a company formed by Nolan Bushnell and Ted Dabney, and programmed by Al Alcorn. It used dials for vertical movement of paddles where players competed to hit the ball back and forth [2]. This is where we notice the first truly UI element of a game, which is the score counter on the top of the screen.

Figure 1: Space Invaders Cabinet
Source: [3]

Released 20 years after Tennis For Two, Space Invaders was developed by Tomohiro Nishikado and it marks the rise in popularity of arcade games, with two buttons for moving left and right and one for firing projectiles [4]. In this new age of arcades, one of the very first innovations in game interface design, the high score and the high score screen, were born [5]. The high score was a different motivation compared to the other games mentioned so far which were based on competition between two players. Space Invaders and many popular arcade machines featured single player experiences, where the high score screen would incentivize not only beating your friends but also beating your own score. Arcades were the place where HUDs were born, with more and more permanent UI elements aiding players emerging.

As much as I would love to talk about the entire history and progression, and go all the way from Pac-Man to modern games, I’ll keep it to these two blog posts. They will serve as a sort of starting point for when I dive deeper into the history for my actual thesis.

Neuroadaptive Interfaces and EEG Research in Interaction Design

During a recent workshop in the university, I was introduced to consumer EEG devices and had the opportunity to experiment with them in a hands-on setting. The focus was not on clinical accuracy, but on understanding how basic brainwave signals can be captured using lightweight devices such as Muse. While the setup was clearly far from laboratory-grade neuroscience equipment, the experience raised an important question for me as an interaction designer: what happens when interfaces respond not only to explicit user input, but also to signals that reflect the user’s internal state?

I started doing more about these devices and this question led me to something called “closed-loop biocybernetic systems”. At a basic level, these systems continuously monitor physiological signals from the user, interpret them in real time and adapt system behavior accordingly. Unlike traditional interfaces, where interaction flows in one direction (from user action to system response) closed-loop systems operate through constant feedback. The system observes the user, adapts its behavior and then observes again, forming an ongoing loop rather than a sequence of separate interactions.

What makes this idea particularly relevant for interaction design (and also my research) is not it’s scientific precision, but it’s interaction logic. Closed-loop systems treat the user as a dynamic participant whose cognitive state changes over time, rather than as a stable user performing isolated actions. This aligns closely with earlier discussions in my research around interruption, cognitive load and recovery, where the timing and context of interaction matter as much as the interaction itself.

In existing UX and HCI practice, adaptation is usually based on explicit signals such as clicks, taps, scrolling behavior or settings chosen in advance. Closed-loop systems introduce a different layer of interaction, where adaptation can be driven by indirect signals like workload, engagement or stress. EEG becomes one possible alternative among others, not because it offers direct access to mental states but because it provides a continuous stream of data that reflects change over time. For interaction design, this continuity is more valuable than accuracy, especially when the goal is to sense transitions rather than define precise cognitive states.

Research I have found on adaptive automation has explored closed-loop systems in high-stakes contexts such as aviation and safety-critical environments. For example, work conducted by NASA examined how EEG-based indicators of engagement could be used to dynamically adjust task allocation between human operators and automated systems. While these studies are far removed from everyday digital products, I think they demonstrate that closed-loop interaction is not just theoretical. It has been operationalized in environments where managing attention and workload is critical and where poorly timed interaction can have serious consequences.

What is a Closed Loop System

From an interaction design perspective, the most compelling aspect of closed-loop systems is not automation, but responsiveness. A system that becomes quieter when cognitive demand increases, delays non-urgent information during moments of strain or supports recovery after disruption behaves very differently from one that treats all moments as equal. This resonates strongly with earlier discussions in my research about interruptions and emotional side of it. Instead of optimizing for constant engagement, such systems acknowledge that users have unpredictable capacity.

This ideas also connects closely to something called “polite or neuroadaptive interfaces”. These interfaces aim to adapt subtly and respectfully, without drawing attention to the adaptation itself. Rather than aggressively pushing notifications or optimizing for responsiveness, polite interfaces adjust their behavior quietly, often by waiting rather than acting. Framed this way, politeness is not a metaphor but a design stance that prioritizes cognitive boundaries and timing.

At the same time, there are clear limitations. Consumer EEG devices (like the one we experienced, Muse) do not provide reliable or countable measurements of complex mental states such as attention or flow. Brain signals are noisy, highly context-dependent and difficult to understand even under controlled conditions. Treating EEG data as ground truth would be misleading. However, closed-loop interaction design does not require perfect measurement.

References

  1. Freeman, F. G., & Mikulka, P. J. (1993). Effects of a psychophysiological system for adaptive automation on performance, workload, and situation awareness. Human Factors, 35(3), 413–434. https://doi.org/10.1177/001872089303500302
  2. Gevins, A., & Smith, M. E. (2003). Neurophysiological measures of cognitive workload during human–computer interaction. Theoretical Issues in Ergonomics Science, 4(1–2), 113–131. https://doi.org/10.1080/14639220210159717
  3. NASA. (n.d.). Biocybernetic adaptation and mental workload assessment. National Aeronautics and Space Administration.
  4. Polite Interface Research. (n.d.). Neuroadaptive interfaces.
  5. Pope, A. T., Bogart, E. H., & Bartolome, D. S. (1995). Biocybernetic system evaluates indices of operator engagement in automated task. Biological Psychology, 40(1–2), 187–195. https://doi.org/10.1016/0301-0511(95)05116-3

    AI Assistance Disclaimer:
    AI tools were used at certain stages of the research process, primarily for source exploration, grammar refinement and structural editing. All conceptual development, analysis and final writing were made by the author.

Calm Tech Institute Awards – Part I

As I started researching product examples that demonstrate how interactions could be designed in a calm and respectful way, I came across the Calm Tech Institute Awards. Through this initiative, the Calm Tech Institute recognizes products, services, and technologies that are designed according to the principles of calm technology. Products are evaluated through a 81-point criteria covering categories such as:

  • attention: Products are evaluated on how they work with (or against) human attention.
  • periphery: How does the product engage other senses through peripheral attention?
  • durability: How does the product break down? Does it offer support to customers in some way?
  • light: Does the product use warm lighting or harsh, blue lights?
  • sound: How does the product sound? For products with moving parts, what actions have been taken to prevent excess noise?
  • materials: What kinds of materials are used?

The award spans a wide range of product and service domains, including:

  • Smart Appliances
  • Transportation
  • Electronics
  • Artificial Intelligence
  • Automotive
  • Health
  • Homes
  • Vacation Rentals
  • Museums
  • Education
  • Websites and Apps

This framework shifts the focus away from novelty and constant engagement, instead emphasizing thoughtful, human-centered design.

In this and the next blog entry, I want to take a closer look at some of the products that have received this award and explore how they translate calm technology principles into real-world design.

“Dreamie” by Hello Ambient

Last year’s highest certified product is a bedside sleep companion called Dreamie. The device is designed to reduce phone usage in the bedroom. A space that should ideally be reserved for rest and recovery. Looking at sleep behavior research from the American Academy of Sleep Medicine (AASM), it quickly becomes clear why this is such a relevant use case for calm technology.

ccording to the AASM, 87% of adults keep a phone in their bedroom, and the majority of them report not getting enough sleep due to phone usage. Other studies show that just one hour of screen time after going to bed increases the likelihood of insomnia symptoms by more than 50%. Screen use at night is also associated with an average loss of 24 minutes of sleep. These numbers highlight a clear opportunity for a device that keeps technology present, but firmly in the background—supportive rather than disruptive.

Based on their research, the AASM recommends several habits to improve sleep quality:

  • Disconnect from devices at night
  • Leave your phone in another room
  • Follow a relaxing nighttime routine
  • Have a sleep schedule
  • Turn off push notifications

Dreamie, developed by Hello Ambient, directly addresses these recommendations and turns them into design requirements. Instead of asking users to rely on willpower alone, the device offers an alternative that fits naturally into existing bedtime routines.

At its core, Dreamie is more than a smart alarm clock—it is a carefully considered design solution. Recognizing how hard it can be to resist media consumption before sleep, the device provides calm, sleep-focused audio content. This creates a gentle alternative to scrolling through a bright, distraction-filled phone screen, helping users wind down rather than stay engaged.

In addition, Dreamie tracks sleep patterns without requiring wearable devices, reducing friction and discomfort. It also features a daylight-based alarm, which is widely considered to be a more natural and less jarring way to wake up compared to traditional sound alarms. Interactions are handled through tactile, physical controls, allowing for eyes-free adjustments in the dark—an intentional design choice that avoids bright screens and supports a calm, sleep-friendly environment.

Taken together, these features strongly align with calm technology principles. Dreamie avoids competing for attention, supports healthy sleep habits, and stays in the background when not needed—showing how research-driven insights and calm interaction design can address a widespread problem.

References:

AI Assistance Disclaimer:

AI tools were used to improve grammar and phrasing. The ideas, examples, and content remain entirely the author’s own.

Why I’m Hitting Pause

Design & Research | Master Thesis Log 07

I sat down tonight to write a very different blog post.

My plan was perfect. I was going to show you the charts from my latest interviews. I was going to explain the difference between “active” and “passive” users. I was going to act like I had everything figured out.

But if I am being completely honest with you? I don’t.
Right now, I am stuck.

They tell you that research is a straight line. You have a question, you find data, and you get an answer. But nobody tells you about the “Fog.” The Fog is where I am right now. It is that messy, confusing middle part where you have too much information and no idea where to put it.

Drowning in Data Over the past few weeks, I have collected so much. I have hours of conversations with photographers. I have folders full of notes about AI, automation, and the history of the camera.

But instead of making things clearer, the data has made everything harder.
Should I focus on the art itself?
Should I focus on the psychology of the photographer?
Should I focus on the interface design of the camera?

Every time I look at my notes, I see a million different paths I could take. It feels like standing in the middle of a busy intersection with traffic coming from every direction. I am paralyzed by the possibilities.

Losing the Joy Somewhere along the way, I think I lost the fun of this project.

When I started, I was excited. I loved the question: “Does automation kill the artist?” It felt important. But lately, the pressure to produce “results” has taken over. I found myself rushing through the research just to get to the finish line. I stopped listening to what the data was telling me because I was too busy trying to force a solution.

I was trying to design the final product before I even understood the problem.

The Power of the Pause So, this blog post is my stop sign.

I am giving myself permission to stop running. I realized that if I keep sprinting in the dark, I am just going to hit a wall. I need to stop frantically searching for the “right” direction and just let the information sink in.

I need to go back and listen to those interviews again—not to extract quotes for a presentation, but to actually hear the emotions in their voices. I need to look at the photos again. I need to remember why I cared about this topic in the first place.

I don’t know exactly what my next step is. I don’t know if the final result will be a new camera mode, a manifesto, or a physical prototype. And to be honest, that uncertainty is really scary. It feels like I am failing.

But maybe feeling lost is just proof that I am actually exploring something new. If I knew the answer already, it wouldn’t be research, right?

For now, I am going to turn off my “analyst brain” and just breathe. The answers will come, but only if I give them space to arrive.