University of Twente Student Theses


SleepOS : designing lucid dreaming induction technology for Creaholic

Ligtenberg, L. van (2022) SleepOS : designing lucid dreaming induction technology for Creaholic.

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Full Text Status:Access to this publication is restricted
Embargo date:18 August 2027
Abstract:Lucid dreaming is the act of becoming aware of one’s dream during the dream, allowing for a level of control in the dream. Lucid dreaming has been used in nightmare therapy to provoke creativity, practice skills, and explore a world without physical and social boundaries. To some, lucid dreaming comes naturally, while others have to practice it and learn it as a skill. Several techniques can help to learn it. Most of these techniques rely on systematically practicing them every day for a longer period. The research question answered in this report is “To what extent can interaction technology1 contribute to the learning process of lucid dreaming?” After establishing an understanding of lucid dreaming and its induction methods, interviews with experienced lucid dreamers were conducted to determine the biggest challenges in learning and using them. These results showed that learning to lucid dream is a high-effort and time-consuming process that could be supported with a personal guide through it. Next, after finding inspiration in a review of currently available sleep devices, a concept was created for a device that could assist a user in these challenges. After a diary study to review this concept in its context with potential users, the concept was improved. Participants rated the proposed functionalities on the importance thereof, leading to an updated list of functionalities required in the system. This newly improved concept was then prototyped in the form of a smartphone application. The application was used for four weeks by potential users. These high-fidelity user test results lead to a set of future work recommendations. The main takeaway of the study is that practicing lucid dreaming techniques is a time-consuming process that requires habit formation. Successful methods for habit formation through a smartphone application differ per user. The end of this thesis proposes four different types of user groups with different interaction types. The four determined user groups are: ‘Fun’, ‘In the background’, ‘Analytical’ and ‘Minimalistic’.
Item Type:Essay (Master)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Programme:Interaction Technology MSc (60030)
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