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Johanna Rochegude
May 2015
A playful interaction between
“Dreamers” and “Wakers”
Interactive Dreams
Thesis-project
Interaction Design Master at K3
Malmö University
Sweden
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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I. CONTENT
I. Content ............................................................................................................................. 3
II. Abstract ............................................................................................................................ 4
III. Introduction ....................................................................................................................... 5
Context ..................................................................................................................................... 5
What motivates the work ............................................................................................................... 5
IV. Research focus .................................................................................................................. 7
Purpose .................................................................................................................................... 7
Objectives .................................................................................................................................. 7
Knowledge contributions ................................................................................................................ 7
Research question ....................................................................................................................... 7
V. Theoretical Framework ......................................................................................................... 8
Sleep overview ........................................................................................................................... 8
Sleep in playful interactions .......................................................................................................... 12
Position of the project ................................................................................................................. 18
VI. Methodology ................................................................................................................... 19
Phase 1: Experiments ................................................................................................................. 19
Phase 2: Design exploration ......................................................................................................... 21
Phase 3: Reflection .................................................................................................................... 23
VII. Processes ....................................................................................................................... 24
Selecting participants .................................................................................................................. 24
Ethical considerations ................................................................................................................. 24
Phase 1: Experiments ................................................................................................................. 24
Phase 2: Design exploration ......................................................................................................... 29
VIII. Phase 3: Reflect ............................................................................................................... 41
Conclusions ............................................................................................................................. 41
Discussion ............................................................................................................................... 42
Further work ............................................................................................................................. 42
IX. Acknowledgements .......................................................................................................... 44
X. References ...................................................................................................................... 45
XI. Appendix ........................................................................................................................ 49
Headset testing ......................................................................................................................... 49
Dream recollections.................................................................................................................... 55
Concept sketches ...................................................................................................................... 58
Co-creation plan ........................................................................................................................ 67
interviews transcripts .................................................................................................................. 69
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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II. ABSTRACT
This thesis aim was to design a new form of playful interaction engaging dreaming and awake players.
In the tested concept, “Wakers” were able to influence and interact with the dreams of “Dreamers” (with
the help of BCI to detect their brainwaves, emotional states and REM phases) by applying external
stimuli on the dreamer (somatosensory stimulation, specifically vibrations). In the concept, the dreamer
was wearing “the stimuli pajamas”, which vibrated in different ways every time the waker would poke,
stroke, shake “the ball”, a prototype displaying the emotional states, sleep stages and movements of the
dreamer. Each time the waker would interact with the ball, feedback would be transmitted to the
vibrating pajamas, thus influencing the dream and state of the dreamer, which would then be transmitted
back and displayed on the ball. A new playful experience was created using sleep as a necessary
component.
The research was experiment-driven (with body-storming and lo-fi prototyping), and revealed touch to
be a powerful and underexplored way to influence dreams. Furthermore, transmitting the emotional
states of the dreamer to “the ball” helped render the abstract notion of someone else’s sleep tangible to
the waker. The co-creation session organized revealed that the particular concept developed in the
context of sleep was tied to interesting notions, such as bringing forward the relationships between the
players, the unbalanced power relations, sensual play, abusive play and more. The concept sketches
explored the design space around the main concept and shaped some of these different scenarios. All
these contributions are aimed to be inspirational material for further research in the field.
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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III. INTRODUCTION
CONTEXT
A conscious mind is a mind with a self in it (Damasio, 2011). We are only fully conscious when our self
comes to mind. Thus, it can be surprising that sleep is neurobiologically considered as a state of
consciousness, when it is culturally accepted as a loss of said consciousness. To such an extent that
sleep and death were compared and merged in mythology and art (Hypnos and Thanatos, Greek gods
of sleep and death, and brothers). However what are dreams, if not a form of consciousness, even if
irrational? We owe most of our myths, legends, and bestiaries to our dreams, because we were
imagining things while believing we were awake.
Brief overview of sleep
A brief overview of the last 50 years of research on sleep reveals that it is a phenomenon still widely
misunderstood (Lawton, 2003). Guesses still prevail, with few confirmations over its purpose and
intrinsic mechanisms (Foster, 2013). We do not know that much about it: we ignored it for a long time,
due to its apparent passiveness (Bower, 1999). Moreover, it is a domain largely dominated by medical,
psychological and biological fields of research. In these settings, some researchers started to focus on a
peculiar area of sleep: the sleep cycles and their different phases, particularly paradoxical sleep. Said
stage of sleep is home to the strangest natural occurrences provided by the human brain: namely
dreams, hypnagogic hallucinations, and the like (as well as a sub-category of dreams known as lucid
dreams; where the sleeper is aware that he is dreaming, enabling him to control varied parameters
occurring in said dream such as characters, settings and courses of action). This break-through in
dream research was enabled by Michel Jouvet, who discovered the existence of the paradoxical sleep,
and Stephen Laberge, who is well-known for his research on lucid dreams.
Aim
The aim of this thesis is to design a new form of playful interaction engaging dreaming and awake
players alike. BCI (Brain-Computer Interaction) and external stimuli during sleep reveal themselves to
be the most promising tools to achieve this particular purpose. As a result, this project will evolve
simultaneously within at least two different fields of research: sleep research (with a focus on the
peculiarities of dreams and lucid dreaming), and Brain-Computer interaction (BCI, a subsidiary branch of
Human-Computer Interaction, with a focus on playful interactions for the purpose of this project).
WHAT MOTIVATES THE WORK
This project is motivated by several parameters:
Under-researched
The chosen domain is under-researched. One of the early examples of playful BCI is Brain Ball, a
research led by Sara Ilstedt Hjelm in 2000. This research led to the creation of a one-to-one table game,
where each player tried to send the ball to their opponent’s goal to score, using only their meditation
brainwaves. Other researchers followed her lead in the BCI field, by building slowly upon each other’s’
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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research. However the most prominent researches led in BCI with a ludic purpose have yet to include
sleep as a parameter. There is hardly any research linking actively sleep and ludic brain-computer
interaction in the way it is intended for this current thesis project. The closest is an academic paper on a
prototype called the Dreamthrower (Kamal et al., 2012). This leads me to believe that the domain is
widely fruitful and not overly-researched.
Viable
The BCI field takes its roots back into the early century (with Hans Berger in 1929), however the actual
expense of the equipment required prevented the field to blossom until the 90’s, where the technological
break-through enabled BCI to attract a wider crowd of researchers and to emerge across several
research fields, design included (Wijayasekara & Manic, 2013). Now, the existence of low-cost headsets
with professional accuracy regarding real-time reading and analysis of the EEG signals
(electroencephalographic signals), like The Neurosky Mindflex device and the Emotiv EPOC headset, is
allowing this project to be technically feasible, albeit potentially uncomfortable for the person sleeping.
Regarding the interaction aspect between a dreamer and an awake counterpart, it is also achievable. In
his research, Stephen Laberge taught lucid dreamers to move their eyes in a particular sequence in
their lucid dreams (Laberge et al., 1981), to communicate with their awake counterparts while being
asleep. Another example is the one with the hackers, who used a Zeo headset to communicate in a
similar manner, lucid dreamer to lucid dreamer, thus “sharing” a dream (Top Coder, 2012). While being
rather extreme, these examples prove that even without diving into the lucid dreaming territory, simpler
interactions should not be a problem (interactions that does not require a lucid dreamer, but could be
performed with a “normal” dreamer). These simpler interactions can be possible by applying external
stimuli on sleepers to influence their dreams. Here, BCI proves itself to be the most suited tool to extract
raw data from the dreamer, and feed it back to the waker.
Relevant
Finally, the project is relevant. Other researchers started to explore this field (although the theme and
execution were quite different), making it clear that it is an interesting subject (Kamal et al., 2012). On
another note, the knowledge produced could improve our understanding of brain cognition, especially
regarding interactions with dreams. It could also change our understanding of sleep as a purely
restorative process: sleep could then be considered outside of its medical sphere, as something that
could offer unexploited possibilities regarding interactions between persons. This project could help
provide new interactions that have yet to be explored. Here the use of BCI is strategic, for the BCI field
is growing right now, and sleep research could be approached from another angle to broaden its
potentialities. On another note, it would be relevant for interaction designers wishing to explore this
design space, for game companies seeking new means of game-play, for early adopters seeking new
forms of interactions, and for dreamers seeking new experiences.
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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IV. RESEARCH FOCUS
PURPOSE
Like previously mentioned, the aim of this thesis is to design a new form of playful interaction engaging
dreaming and awake players alike in a form of interplay. BCI and external sleep stimuli reveal
themselves to be the most promising means to achieve this particular purpose. The choice to turn the
interaction playful, as opposed to “basic”, lies in the will to dissociate sleep from its intimidating medical
and biological background, in order to reveal it as a valid state to be explored and used in interaction
design.
OBJECTIVES
In this project, wakers have been able to influence and interact directly with the dreams of their sleeping
counterparts (with the help of BCI to detect their brainwaves, mental states and REM phases) by
applying to them different external stimuli; thus creating an entirely new playful experience using sleep
as a necessary component. This study has been motivated by the fact that sleep is gaining “popularity”
outside of the medical sphere, due to the rising of the quantified-self movement (with small devices
allowing consumers to track their sleep and giving them a sense of control, like the Fitbit, the Jawbone
Up, etc). In addition, the appearance of low-cost and accurate BCI technology is propitious to the
exploration of sleep and dreams outside of the medical scope.
KNOWLEDGE CONTRIBUTIONS
First and foremost, the primary contribution to the interaction design field is the main concept: a playful
interaction engaging dreamers and wakers, tested and analyzed. The findings stemming from this
concept contribute to the understanding of sleep outside of the medical and scientific fields, as a valid
component of a playful interaction. The secondary knowledge contribution is composed of concept
sketches (design proposals) exploring different parts of the design space and aiming to provide
inspirational material for other designer/researchers’ appropriation. These sketches cover different kinds
of interactions: from dreamers to wakers (associating a state of mind to a trigger on screen, mapping of
states of mind while dreaming, etc.), from lucid dreamers to awake counterparts (eyes, brainwaves,
neuro-training...), and more global scenarios. Furthermore, this thesis offers a preliminary analysis of the
influences of diverse external stimuli on dreams (from wakers to dreamers).
RESEARCH QUESTION
As a result, the research question could be summarized as such: how can we design a new form of
playful interaction engaging dreaming and awake players alike in interplay?
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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V. THEORETICAL FRAMEWORK
Sleep research is mainly dominated by the scientific, psychological and medical fields: their main
purpose is to try and understand the inner mechanisms of sleep, and help improving it. As a result, a
straightforward literature approaching a subject like playful interaction between dreaming and awake
participants is nearly non-existent, especially one also pertaining to Interaction Design. Therefore I
perused diversified literature, each leaning toward one aspect of my project, in order to stitch them
together and create the necessary framework.
SLEEP OVERVIEW
With a project dealing with sleep and dreams, one need to understand better what is sleep and the
hidden mechanisms of such a phenomenon. However it is not as easy as it may seem to be: Lawton
has reviewed in 2003 over 50 years’ worth of research in the field of sleep and dreams, to stress the fact
that “relatively little is currently known with any great certainty”. We do not know for sure why we feel
this imperious need to sleep, or why sleep deprivation has such a drastic impact on our health, or even
why we dream (Bondke & Persson, 2014). However researchers, anthropologists, psychologists and
others have been able to observe in details how sleep and dreaming occur, as well as pinpoint a
number of occurrences tending to influence it.
A wide range of mechanisms and influences
Sleep may seem passive and uneventful, but it’s not: in fact, there is a wide range of occurrences
happening right beneath the calm surface, influencing our sleep and our dreams. These occurrences
can be biological, social, oneiric, medical, and more.
Our sleep is altered by circadian, ultradian and homeostatic processes (Billard, 2008). These processes
have been explored and altered in research and design: playing with the duration of our sleep, delaying
our internal clock to erase jet-lag, syncing rhythms between humans, etc. Sleep is also a cyclic
phenomenon. It goes through several stages each night, repeatedly (see figure 1). The last ten years,
numerous smartphone applications analyzing these different stages were created. They wake the
person up at the end of their REM stage (Rapid Eye Movement, in paradoxical sleep), which is the most
favorable moment to wake up (the transition is softer, and persons awoken during this stage are
supposed to feel more rested). They also quantify your sleep, number of awakenings, heartrate,
breathing patterns, etc. Users have a feedback spurring them to improve their sleep (the lucid dreaming
application provides tips on how to improve sleep, depending on the sleeper’s statistics).
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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Figure 1: Anatomy of sleep
Peer pressure alters our sleep as surely as biology. Sleep is exclusively monophasic (Sciences et vie,
2013) in our Western society. Sailors, night workers and servicemen ought to have a polyphasic rhythm
due to their job, but this pattern makes it harder to fit in society where we sleep for 8 hours straight at
night. The anthropologist Carol M. Worthman complained about the “golden-rules” of medicine regarding
sleep, while nobody studied it in its “natural” environment. After it was done, it was discovered that the
vast majority had a polyphasic sleep (see Figure 2). We discovered that some societies had entirely built
their communities around sleep. In the Northern Dene Settlement (Canada's community) people sought
spiritual knowledge through dreams or altered states of consciousness (Goulet & Miller, 2007). Here,
digital evolution helped collect ethnological data exponentially, to better know our sleep in various
contexts.
Figure 2: Different sleep rhythms. From one block of 8 hours, to 6 power-naps of 20min.
Sleep is also the den of uncontrollable cognitive occurrences, which partly alter it. Dreams,
hallucinations, nightmares are phantasmagorical appearances which make us mumble, cry, toss and
turn. Voluntary lesion of parts of the brain suppress the natural paralysis occurring during dreams
(Jouvet, 1992). We can then witness the dream of someone, because he starts to act them like a
sleepwalker would. Applications like Shadow, an innovative alarm clock, emerge to incite people to write
down their dreams. These applications later offer a time-line to the dreamer, helping him analyze and
review his dreaming wanderings. Objects such as REMEE (a sleep mask with embedded LEDs) help
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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people to become lucid inside their own dreams by waking themselves up from the inside, not unlike
Inception.
However, sleep is not only altered by sane occurrences: there are three types of sleep disorders (Hauri,
2005): neuro-psychiatric disorders, dissomnies (insomnia, jet-lag, narcolepsy, etc) and parasomnies
(sleep-walking, sleep paralysis, hallucinations and nightmares, etc). The means to hold these disorders
back are varied: psychotropics, therapies, polysomnographies, diets, changes of habits... With the
connected era, solutions such as auto-diagnostic and mobile coaches are emerging, partly thanks to the
wirelessness and reduction in size of the devices. They track sleep, sleep-quality, vital signs, prevent
sleep apnea, etc. Brain-computer interaction is also developing with the arrival of new, cheaper EEG
headsets able to read brainwaves, notably the ones emitted during sleep.
The sleep research has been proactive regarding the understanding of its characteristics, processes
and influences, especially when it comes to the anatomy of the brain and the different electromagnetic
impulses allowing the detection of paradoxical sleep (and thus dreams). The technological evolution
allowed the proliferation of devices related to sleep, however few of them really focus on dreams and
fewer reflect upon how to influence them.
Dreams
Among all these occurrences in sleep, dreams prove to be the most puzzling. The dreaming state of
mind offers similarities with an alert mind: effectively, findings show that “episodic recollections of
dreaming and waking experience are more similar in their process qualities (e.g., particular cognitive
and sensory) than REM and Non-REM sleep" (Kahan & Laberge, 2011). This closeness to the waking
state is the proverbial door to interact with a different state of mind.
There are different types of dream, classified by the way they are used, and their behavior (premonitory
dreams, creative dreams, traumatic dreams, resolutary dreams, etc). Creative dreams are dreams
exploited in daily life (Michalko, 2012). They are free from the usual rational thinking accompanying
awake behavior. Thinking is altered, logic abolished, giving birth to ideas through unconventional ways.
Premonitory dreams and oracles were highly expected dreams, sometimes provoked (with the use of
specific drugs), to decide of the future of the person or group who sought the advice of the gods.
Hypnagogic dreaming occurs at sleep onset and has a high incorporation rate of memories of the
previous day. They are truncated dreams, slightly more than hallucinations. They are relatively normal
compared to fully bloomed dreams occurring during the REM phase (Stickgold et al., 2001). These REM
dreams occur mostly during the paradoxical phase of sleep, and are the most well-known type of
dreams. Their narratives are usually bizarre, chaotic and complex. It is possible to observe a person in
this state without electronic help: she will have her eyes moving wildly behind her eyelids. In contrast
NREM dreams, which occur during light and deep sleep, are hardly detectable without EEG headsets
(Stickgold et al., 2001).
Finally, one type of dream in particular deserves to be cited: the lucid dream. Lucidity in dreams is
defined as such by Laberge and Holzinger “a specific dream state characterized by the dreamer’s
awareness of being in a dream and the ability to volitionally control its content.” (Laberge & verified,
1990). They are a natural virtual machine, a simulator of real life where every limit is abolished. Lucid
dreaming enables us to explore and actively use our dreams. It can have therapeutic effects like curing
nightmares and sleep paralysis (Larousse medical, 2009). However lucidity in dreams is not a monolithic
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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notion: it can be achieved at various degrees, ranging from complete self-awareness to awareness of
happenings outside of the dream, to semi-awareness without any influence on the dream whatsoever
(Noreika et al., 2010). Complete self-awareness is the panacea, and it enables the dreamer to
communicate with persons who are awake and within range: a prearranged pattern of eye movement
can be detected on an EOG (Erlacher et al., 2003). It was a system set-up in order to prove the
existence of lucid dreaming. Inducing a lucid dream can be quite difficult, however it can be achieved
with commitment and a long training. It can be trained by mnemonic techniques learned during the
waking state. These techniques include reality checks like checking the clock, reading one page of a
book, etc. Each of these dreams offers a different set of characteristics, but all of them can be
influenced by external stimuli.
External stimuli and their impact on dreams
In scientific research, several papers have been published on the different external stimuli possible and
their potential influence on dreams. First of all, there are two main categories of external stimuli
applicable: pre-stimuli (when the dreamer is aware of the stimuli being applied) and stimuli applied
directly during sleep, without the awareness of the dreamer. The effectiveness of the stimuli in the first
category can be trickier to test, since the actual awareness of the dreamer can count a lot in the
incorporation of the stimuli in the dream. The different stimuli available are mostly linked with the
different human senses: vision, hearing, smell, touch, etc.
Hearing
A way of influencing the dream is to make the person lucid. Sounds have been combined with lights in
order to reach this goal. “In order to help dreamers realize that they are dreaming, external stimuli given
during REM sleep have been applied (e.g., tape recordings of the phrase “This is a dream,” conditioned
tactile stimuli, and light).” (Laberge & verified, 1990).
Vision
Vision has probably been the most thoroughly exploited sense in sleep research, in order to influence
dreams. Pre-stimuli wise, looking at pictures with positive, neutral, or negative effects during 30 seconds
right before falling asleep (Carpenter, 1988) already influences the mood of the dreams. In another
study, the viewing of rather unpleasant movies right before heading to bed influences negatively the
emotions in REM dreams (Stickgold et al., 2001). Sleep onsets dreams have also been influenced by
playing Tetris and several other video games right before falling asleep (Stickgold et al., 2001).
When it comes to stimuli applied directly during deep or REM sleep, sleep masks equipped with LEDs
on the inside are very common. The LEDs are triggered during REM sleep and flash at regular intervals
(Vos et al., 2009). The dreamer sees then the lights above his eyes, directly incorporated in the dream.
These sleep masks are sometimes coupled with sounds and are supposed to trigger lucidity inside the
dream. Sensory stimuli and light cues increase the probability of having lucid dreams (Laberge &
Levitan, 1995).
Smell
The influence of smells during REM sleep has also been tested. A study has focused on air-dilution
olfactometry with fifteen participants. Rotten egg and rose smells were used on the test-subjects, and
analyzed to see if there were any correlations between the smells used and the content of the dreams.
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
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The good smells had a positive influence on the content of the dream, whereas the bad ones affected it
negatively. Smells seem to primarily affect the emotions of the dreamer and the mood of a dream, but
they are not directly incorporated in the dream as “smells” (Schredl et al., 2009).
Touch
Somatosensory stimulation has been tested using blood-pressure cuffs above the knees of several
gymnasts. Here the stimuli was pre-applied. Interestingly, the stimuli has been processed in REM sleep
as such (Sauvageau et al., 1998). Regarding the amount of research papers focusing on this particular
topic, somatosensory stimulation seem rather unexplored as a way of influencing dreams.
Other
Finally, other senses have been exploited, such as vestibular motion (the vestibular system is the sense
of balance and spatial orientation) (Leslie & Ogilvie, 1996). They found out that the rocking motion of a
hammock could influence dreams, and enhance or induce lucid dreaming. Electromagnetic stimulation
applied directly on the scalp is another vestibular stimulation, and allow “very precise control of intensity
and duration of the stimulation as well as the fact that the intensity of the electrical stimulation can be
individually adapted for each participant” (Noreika et al., 2010). Another study focused on the possible
influence that body posture could have on dreams: the prone position is more likely to induce sleep
paralysis, hallucinations and lucid dreaming (Yu, 2012).
SLEEP IN PLAYFUL INTERACTIONS
Dreams are rather easily influenced by external stimuli, however all these studies lack a component
needed in this project: the playfulness. Unfortunately, the same can be said regarding interaction design
projects: the ones focusing on sleep are doing so in order to improve it, not playfully interact with it.
Sleep and play
First of all, we need to define what play is, what would play with sleep potentially look like, and why it is
relevant to associate it with sleep. In 2014, Miguel Sicart described playing as a “form of understanding
what surrounds us and who we are, and a way of engaging with others. Play is a mode of being human.”
He suggests that play can be as dangerous, as destructive and as corrupting as any other form of
“being”: play does not necessarily have to be fun. It is pleasurable, but this pleasure can be taken from
hurt, offense, addiction, not only from happiness and enjoyment. As a result different types of play exist,
such as dark play, which pushes the limits between what is play and what is not play. Another relevant
type is abusive play, which aims to “forefront the particular human beings behind gameplay” (Wilson &
Sicart, 2010). A known example is Desert bus (Figure 3, Penn & Teller, 1995) which is a game that
requires the player to drive a bus to Las Vegas in real time, for 8 hours straight, and the game cannot be
stopped. The player who finally reaches Las Vegas earns only one point. Another example of pleasure
drawn from pain is “Hurt me plenty” by Robert Yang (Figure 4), where the player can spank a character
using the leap motion. The player needs to be attentive to the character, and stop immediately if this one
utters the safe word. It takes its roots back into the BDSM communities and try to display how they view
intimacy and consent. Interacting with the dreams of someone might turn out to be a form of abusive
play, at least for the person subjecting themselves to the role of the dreamer. It might also turn out to be
a form of very intimate play, which can turn into a more sensual play.
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
13
Figure 3: Desert bus, by Penn & Teller, 1995.
Figure 4: Hurt me plenty, by Robert Yang.
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
14
Furthermore M. Sicart states that play is a way of freeing people from their moral conventions, while
making them present and raising awareness regarding their weight and importance. Associating a
playful behavior with sleep, especially with a number of participants as low and intimate as two, will
certainly bring up notions like power relations. The dreamer is vulnerable and has to trust the waker with
his sleeping body and his dreams. The notion of relationships will probably be brought up too: the forced
intimacy between the dreamer and the waker could break social conventions, the relations between the
participants being pushed into the foreground. These power relations might be accented by the obvious
roleplaying taking place between the two participants. One is the dreamer, the other is the waker. In
2006 Caillois established a classification of games, with 4 main categories: Agon (competition), Alea
(chance), Mimicry (simulation) and Ilinx (Vertigo). Clearly the playful interaction with dreams intended in
this project belong to the vertigo category; with the possible thrill that being vulnerable might offer.
These power relations will probably also need a set of rules, implicit or not, between the two
participants.
Another notion relevant to this project is the difference that exists between play and playfulness: play is
a contextual and disruptive activity. Playfulness is an attitude which, while lacking certain characteristics
common to play, enables the player to appropriate and occupy the surrounding context, even if it was
not intended for play (Sicart, 2014, Salen & Zimmerman, 2004). Associating play with sleep is a way of
dissociating it from the medical and research sphere. A way of extracting it away from its known
boundaries, to explore it from another point of view. It will enable the player (and designers stumbling
upon the thesis) to reconsider the situation of sleep and dreams, thus opening doors to generate a
dialogue where new designs and new knowledge can emerge from.
Rendering dreams interactive in a playful interaction between dreamers and wakers would not have
been possible a few years ago, with the lack of affordable technologies able to capture accurately the
different electromagnetic impulses and brainwaves of the dreamer. However the retrieval of the needed
data to elaborate such interaction is no longer an issue, not with the rise of the BCI field and its growing
expertise.
Ludic Brain-Computer Interaction
If playfulness is not associated with sleep research and dreams, it is fortunately present in the different
artefacts produced in the BCI research, and could offer a starting point to later move on toward
playfulness with dreams. The BCI field is an emerging research area of Human-to-Computer Interaction
(HCI) currently providing promising means of interaction outside of the pool of standard devices:
effectively, its main goal is to use brain activity alone in order to interact with systems, bypassing
physical motor activities (Wolpaw et al., 2002). A great number of works within the BCI community are
focused on the medical side (Kaufmann et al., 2012), taking advantage of the revolutionary improvement
it could make regarding the quality of life of certain people (how to help paralytic persons control
wheelchairs or robotic prosthetic with their own thoughts, etc).
A literature overview of the BCI field proved it to focus mostly on the genesis of the research field, the
scientific understanding of the brain and its different waves and the existing technologies to detect these
waves. While some of the papers are a general survey and assessment of the BCI field for the last
decades and its different purposes, Ferreira et al., (2013) offer a complete analysis of the BCI field and
its diverse expressions, and gives a review of all BCI prototypes in gaming to this day. Some of them will
be more thoroughly addressed later. What is interesting for this thesis is that this research is focused on
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
15
BCI for healthy users, seizing its potential as a new form of game-play control within the ludic interaction
realm (Coulton et al., 2011). However most of these works involve a single player with the computer,
and take advantage of only one or two unique interaction possibilities (using mainly attention and
meditation levels). However, the data retrieved is far more substantial than these 2 outputs: delta, alpha,
gamma, beta, theta brainwaves could be collected, as well as the emotional states, clenching of the jaw,
twitching of the eyes, furrowing of the brows. All this data could lead to richer interactions if it was to be
exploited. Furthermore, it can be collected in sleep, and help differentiate different sleep stages too (like
light sleep, deep sleep, paradoxical sleep and when a person is dreaming). However regarding sleep, as
expected, most of the BCI technology presented in these examples has been used with the purpose of
inducing lucid dreaming, with no gaming component added whatsoever, and no use of the interaction
potential current EEGs offer in terms of data retrieving.
Related works & relevant design exemplars
As stated above, here are several examples worth mentioning. In “analogic” games, the closest we have
to interactions involving sleep and play is “Werewolf”. It is a game where some players are werewolves,
while the rest are villagers. Each “night”, the werewolves shift and kill a villager, while everyone else has
their eyes closed, feigning sleep. Then, everyone wakes up, the dead is announced, and villagers
debate on who might be the killers before agreeing on eliminating one suspect. The game goes on until
there is only the werewolves or the villagers remaining. This game is worth mentioning for the
active/passive mechanics that it displays (even if players do not actually fall asleep), which is similar to
the one that will be enacted in this project: some players are active at night while the others are passive,
vulnerable and at their mercy while sleeping.
Brainball
One of the pioneer work using BCI is the Brain Ball, a research led by Sara Ilstedt Hjelm in 2000 (Figure
5). This research led to the creation of a one-to-one table game, where each player had to send the ball
to their opponent’s goal, using only their brainwaves. Entire control of one’s state of mind was required
to win. What is most interesting in this work is its gameplay mechanics: in order to win the game, the
player has to be (seemingly against all gaming traditions) as relaxed and unfocused as possible, even
nearly on the verge of falling asleep. It makes this project one of the closest to linking BCI, play and
sleep-related states of mind.
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Figure 5: Brain Ball, by Sara Ilstedt Hjelm, 2000. Picture from http://origin.arstechnica.com
Teegi
TEEGI is a tangible electroencephalographic interface built by Frey, Gervais, Fleck, Lotte and Hachet
(Frey & al, 2014). The prototype was presented in a paper published in 2014. Succinctly, Teegi is a
small humanoid object where the brainwaves of the user are displayed in real time, with the help of
augmented reality (Figure 5). Its main purpose is to offer a tangible and intuitive way to learn about the
brainwaves and their associated behaviors, through playful and tangible feedback. The humanoid
comes with other smaller figurines, acting as filters to select which brainwaves are to be displayed on
the main humanoid. They explain in a quite detailed way the BCI field and the evolution of the EEG, as
is accurately described the technology used in the prototype, allowing others to build upon their
research. While not having any close ties to the sleep research field, this project is interesting in its will
to bare the mechanisms of the brain to its user. The brainwaves’ new-found tangibility makes them more
relatable and less seem like abstract concepts with no grounding in reality. Regarding sleep, it brings up
an interesting question: would a person have a better grasp of something as intangible as sleep or a
dream, if one were to have a tangible representation of it and its mechanisms, in the palm of their hand?
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Figure 6: Teegi, by Frey, Gervais, Fleck, Lotte and Hachet, 2014.
Admiral Mind Battleship
This paper presents a thorough compilation of all BCI research games up to this date (Ferreira et al.,
2014). They talk about projects like the Finding Star game developed by (Ko et al., 2009), where the
user is controlling a character using the standard controls (keyboard/mouse). However their degree of
concentration can influence the rendering of the game and make it unstable. When the character needs
to recover, the player has to be relaxed. Other games exploit the potential offered by EEG headsets, like
the recognition of emotions. (Kang et al., 2012) designed a horror puzzle game, where “screamers”
appear randomly, terrorizing the player. In this context BCI allows to catch this fear, and exploit it.
Similar to this game, Basori developed in 2013 a project called the Emotion Walking, an EEG headset
coupled with a glove to detect the emotions of the user and display them visually onto an avatar. Finally,
the Painting Interaction (Huang & Lioret, 2013) takes advantage of the headset’s ability to detect
“thought-movements” (you can train the headset to recognize the action “push”, when you think about
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pushing, and then link this action to an external software). Here, the person can think “paint”, and a
painting will start to appear, as if the person was controlling the brush strokes with his brain.
Dreamthrower
Finally, the Dreamthrower is a project by Noreen Kamal, Abir Al Haira, and Sidney Fels (Kamal et al.,
2012). This project explores how to “create, throw and catch” dreams. Technically, it is a device that
detects the REM stages of the user, before applying a sound and light stimuli to influence the dream.
After having the dreams, users can report them on a special social network, coupled with the stimuli that
they used to influence said dreams. The idea behind the social network is that you can “throw” the
stimuli and dream to another person, in order for them to experience said dream on their own, hence the
“Dreamthrower” name. It is more of a collaborative “gaming” experience.
Some projects outside the research sphere are also worth mentioning for their incorporation of sleep
(most projects tend to be about sleep though, using it as a theme rather than an actual playful
component). There is the experience of the two hackers who “shared” a lucid dream using a Zeo
headset (Top coder, 2012). A few applications are designed to help induce lucid dreaming, and help
themselves by tracking your motion in your sleep, thus detecting your sleep stages (like the Shadow
application which works primarily with voice notes, the Lucid Dreaming App, the sleep mask Remee,
etc.). An RPG was also developed to be used as a patch on top of the Fitbit application, using the data
(how many miles walked, how well you sleep at night) to complete quests and go on adventures.
POSITION OF THE PROJECT
It has been very difficult to find research papers or examples dealing with all the parameters that are
implemented for this study, considering the chosen problem domain. Most of the research describes
single and iterated experiments ranging from playful interaction to actual thought-through games using
EEG in the context of BCI (Ferreira et al., 2014). However only one of these experiments focuses on
sleep and dreams and how it could take part in an actual game or playful interaction. As a result, the
current project could be considered as a rather new ramification of BCI research, focusing only on
sleep-related states of mind and their potential use (here in playful interactions).
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VI. METHODOLOGY
To create a new form of playful interaction between awake and dreaming players, I propose the
following methodology.
PHASE 1: EXPERIMENTS
The first step for this particular project is to conduct experiments. These experiments constitute the
observational phase of the project.
This phase is needed to familiarize oneself to what the brainwaves look like under the different EEG
scanners available, and what each one of them has to offer in terms of potential interactions. Although
valuable, these insights are not mandatory: a great amount of scientific papers in sleep research have
been extensively covering the sleeping brain and its different brainwaves with great accuracy, more than
what will be needed for this project. They will be observed here not for accurate research purposes, but
as inspiration to be used for further development of the interaction concepts during the design
exploration phase.
This phase is also needed to familiarize oneself with the different kinds of external stimuli applicable to a
dream, and how each one of them influences differently said dream. These tests have already been
performed extensively and with great laboratory control in the scientific community (see chapter V:
theoretical framework). Once again here, the accuracy and strict protocol control of these experiments
are not a priority, for they primarily serve the purpose of familiarizing oneself with the technology and the
interaction potentialities for further design concepts exploration.
Sleep self-study
The first need of the observational phase is to learn how to use the tools at disposal (This learning will
be performed throughout the entire project). These tools are for now : the Epoc Headset, capable of
reading basic thoughts (if trained beforehand), emotional states, facial expressions and EEG outputs,
the Mindflex EEG headset, capable of reading 10 different channels of brainwaves (alpha, beta, delta,
theta, gamma, etc), the Mindwave headset, capable of the same thing but with additional software and
mobile-friendly, and other mobile applications offering sleep-tracking methods in a sufficient manner
(such as sleep as android, lucid dreaming app, etc.). These tests and calibrations will be performed on
myself.
Stimuli exploration 1
The second need of the observational phase resides in the testing of the different stimuli able to
influence dreams.
Goal of experimenting stimuli
The main goal of these stimuli experiments is to determine which stimuli has which effects, and which
one has the most impact and is the most likely to be incorporated into a dream. This stimuli will then be
considered the most promising for further interaction research.
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How: main
For this, one participant at a time will be observed. More would be too complicated for just one observer.
Once the participant enters a REM stage, the observer will perform the stimuli themselves (it can be
visual or audio cues, somatosensory or olfactive stimuli, as brought up in the theoretical framework).
The sleeper will then be woken up some time after the stimuli was applied, to measure its impact on the
dream. Here the project relies heavily on the participation of external people willing to let their
paradoxical sleep be experimented with. Effectively, it requires of the participants to spend the night
under my scrutiny, falling asleep, be stimuli tested and then awakened during their dream phase to
account for what happened in the dream and what might have influenced it. Each of these long
observational nights will report 2 to 3 stimuli testing (One per REM cycle, a cycle happening 2 to 5 times
a night depending on the sleeper). Furthermore each stimuli test will result in a semi-conducted
interview during the night, so as to not risk losing the contents of the dream to memory failure. Each
night will, if possible, result in a debriefing in the morning with the sleeper. Due to the rather heavy
settings of these experiments, it is preferred to perform a qualitative testing, with fewer persons
(maximum 2-3) but on a longer period of time, so the participants get accustomed to the observer and
their presence to reduce eventual interferences.
These experiments will scaffold as such:
How: dream diaries
Stimuli experiments can be implemented without the need for a headset. However to prove successful,
all willing participants will need to sustain a dream diary (at least in the beginning) in order to improve
the recollection of their dreams the morning following the observation session. If participants do not
remember their dreams, the observation phase will be greatly hindered.
How: semi-structured interviews
The experiment will have a semi-conducted interview each time the participant is woken up (on each
REM stage, so around 2-5 times a night). The participants, their feedback and dream recollections will
remain anonymous. To determine which stimuli or which combination is the most efficient, several
questions will need answers: did the person notice a difference between this dream and the usual ones?
If yes, how did the stimuli influence the dream? Did it change the overall atmosphere of the dream? Was
it directly incorporated in the dream? Did the stimuli provoke a lucid dream? It needs to be noted that the
presence of the observer will probably influence the results, just by assuming their role next to the
sleeper.
How: qualitative research
The pool of “test-subjects” will be limited to a two persons’ study. Effectively, due to the nature of the
project (on sleep, resulting in invasive and time-consuming experiments), the methodology must favor a
qualitative research: participants are required to be observed for long periods of time, and it involves
them sleeping and dreaming. These instances are subject to tricky conditions that are not always
controllable: testers have to establish a trusting relationship with the observer, they have to get used
enough to the situation to fall asleep with minimal disturbances, they need to remember their dreams
and the observer must be stealthy enough to apply stimuli without waking the testers. As a result, the
project presents a hard learning curve for the participants involved in the project (mainly the test
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subjects) and the observer. Furthermore the use of sophisticated technology prevents a large number of
testers. As a consequence, the design process will reflect these choices and the project will present
traits that are seemingly the opposite of traditional Human-Computer Interaction: it will present a high
learning curve, quite similar to instrument making, with a very high threshold and expectations levels.
How: evaluation criteria
All stimuli will, if possible, be tested on both persons to cross-check results, even if it is obviously not
possible to draw general conclusions from such a low pool of participants and might of course not apply
to other people in the same conditions for the same tests. Pre-stimuli (stimuli applied before sleep, with
the awareness of the tester) and stimuli applied directly during sleep (without the awareness of the
tester) will be tested. A session will be a pass if it can be determined that the dream has successfully
been influenced by the stimuli applied beforehand.
To determine if a dream has been successfully influenced, certain things must be taken into
consideration. The dreams’ results might be biased by the followings:
- What is the person usually dreaming about?
- What did the person do the day of the experiment before going to bed?
- Was it a pre-stimuli or a stimuli applied directly in sleep?
Results have to be carefully considered and cannot be generalized. They have not been realized within
a medical field and have not a scientific purpose.
Ethical considerations
Ethically, it needs trust and the guarantee that the data retrieved will not be leaked, and that the stimuli
applied will respect the person’s integrity. Everything that has been done in the frame of this project has
been done so with the informed consent of the participants: there is no photographs or recordings of the
experiments, and the transcript material has been modified to respect the persons’ wishes.
PHASE 2: DESIGN EXPLORATION
The second step of the methodology for this particular project is the design exploration phase. This
phase will build upon the findings of the previous experiments. It will narrow down the possibilities
regarding how to apply the chosen stimuli and it will focus on researching different interaction design
concepts.
Stimuli exploration 2
Once an agreement is reached regarding which stimuli would be best suited for the interaction concepts,
this stimuli will be further investigated and several variations of it will be tested, with a clear focus on
how to adapt it to a design concept. The techniques employed here will be the same as the ones used in
the first stimuli exploration.
Concept sketching
Concept sketching is a tool that helps lay down ideas quickly, while retaining the necessary technical
aspects that render the imagined interactions plausible. These sketches focus on technical needs for the
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concepts, and lay out scenarios for the kind of effects I want to achieve, for both the dreamer and the
waker. They will be held simultaneously with the second stimuli exploration, and will aim to find a
suitable concept that will later be prototyped. Beyond this, the aim of these concept sketches (design
proposals) is to constitute a valid secondary knowledge contribution (Gaver & Martin, 2000), along with
the main concept developed. Described by Gaver, the overriding function of design proposals is to
“serve as landmarks opening a space of design possibilities for future work. As such, the concepts are
placeholders, occupying points in the design space without necessarily being the best devices to
populate it […] in this way, the proposals acted as probes into our values and beliefs, eliciting a
conversation about the directions we might take in pursuing the research. […] Beyond serving as
suggestions for development, then, design proposals can also be seen as complex hypothetical
statements for debate.”
Body storming and co-creation
The aim is to have a concept of a playful interaction where someone is dreaming and an awake
counterpart is alerted of their status; they will in return offer a stimuli, triggering a response from the
sleeping person. This concept (or this staging of the concept) will be user-tested and the session
documented.
The actual prototyping process will take the form of a collaborative exercise, with at least 2 co-creation
sessions. Methodologically, these sessions will be divided into three parts:
- Phase 1: The dreamer is falling asleep. I will explain the concept to the waker and ask them to
“play pretend”: body storming around the concept and act it out. All the while asking questions
about their feelings, etc.
- Phase 2: I will wake the dreamer up, and ask them questions on their dreams, how they feel,
on the stimuli, etc.
- Phase 3: I will have a general debriefing with both dreamer and waker, on their general
thoughts on the concept, the co-creation session and how to improve/change the experience.
In a nutshell, I will be the mediator between the waker and the dreamer. I will explain what I will roughly
do, what is supposed to happen, and then start a debriefing session with all participants at the end of
the experience, to refine the concepts, detect mistakes and possible improvements. Such setting is very
similar to the Wizard of Oz method (Dow et al., 2005): I will be the wizard operator, simulating the entire
interaction and the feedback loop between the dreamer and the waker. As stated by Dow, WOZ
technique exists to explore the design space without having to implement time-consuming and
challenging hardware, thus allowing the designer to quickly evolve in the design process and focus on
the user feedback, without technical impediment. The design is evaluated before being actually built.
User-tests
User-tests will be a part of the co-creation process and will provide valuable feedback that will help
shape the final concept up. This feedback will help pinpoint the most efficient way to translate the dream
and emotional state (or communication if lucid) of the dreamer into efficient feedback for the persons
awake, and vice-versa, and how to make the experience exciting for both participants.
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Expected results
Ideally, this project is intended to produce knowledge actionable inside and outside the field of
interaction design research. Inside the interaction design community, the knowledge expected to be
produced is first and foremost a tested concept which would hopefully lead to other projects including
dreams and sleep-related states of mind as valid interaction material. It could prove to be valuable to the
community in the sense that it might shed a new light on how to address sleep and how states of mind
and paradoxical sleep in particular can act and be used as controllers and valid interaction components,
thus opening new doors on how to envision playing and interaction itself with objects, depending on the
state of mind of the user. Part of the knowledge is expected to take the form of concept sketches
(design proposals) as described earlier. Finally, a great part of the expected knowledge is purely
analysis, with the observation sessions of the impact of diverse external stimuli on dreams. These
sessions would appropriate methods from the field of sleep research and adapt them for interaction
design purposes. These methods would lead to propositions of different possible interactions between
lucid dreamers and awake counterparts, and simple dreamers and awake counterparts. This knowledge
would be valuable as it starts exploring the diverse possible ways of interaction between sleepers and
their awake counterparts.
Outside of the interaction design community, these knowledge contributions might have a societal
impact on the way to apprehend sleep and dreams altogether: not as a mysterious regenerative power
anymore, but as something that could be used, playfully. It would redefine our conception that sleeping
people are unreachable and inactive.
PHASE 3: REFLECTION
The third phase will compile the findings and analyze them. It is the conclusion. These findings, together
with the concept sketches, will be aimed toward the design community regarding the introduction of
sleep and dreams as valid entities that can be used as components of potential interactions.
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VII. PROCESSES
As stated in the previous chapters, the aim of the project is to design a playful experience where awake
people (the wakers, for a lack of a better term to pinpoint the role of the alert counterpart) can easily
detect when a sleeping person is in a dreaming state and apply an external stimuli to influence the
dream. The reactions of the dreamer to the stimuli are then transmitted back to the waker, in a feedback
loop.
SELECTING PARTICIPANTS
Influencing the dreams of a person is not an easy feat: it requires a number of conditions which
gathered together greatly improve the odds of success. One of these conditions is the careful selection
of the participants. Effectively, it is crucial for them to have a natural tendency to recall their dreams, so
as to be able to remember and speak about them once awoken. They also need to be able to easily fall
asleep anywhere so as to be hardly disturbed by their surroundings (namely the observer taking notes,
typing, lights in the room, stimuli applied). Finally, a trusting relationship needs to be established
between the observer and the participant.
ETHICAL CONSIDERATIONS
By trying to influence the sleeper’s dreams and interact with their general mental states, we are closing
in on taboos such as mind-reading, and manipulation of sleep. Although we’re still far from such
technology being operational, it still raises inquiries that have to be kept in mind regarding concepts like
privacy, morality, and the potential vulnerability of the sleeping person. However the participants were
educated on the nature of the experiments and were entirely willing. They considered the experiences to
be thrillingly fun, even if some of them might seem rather “violent” for the outside world. As a result,
proper psychological safeguards is needed for further research, as is the enlightened consent from the
testers. On a side-note, no pictures of the testers have been taken during the experiments, to respect
their privacy.
PHASE 1: EXPERIMENTS
Learning the tools
Before starting the stimuli experiments, I performed a series of tests using varied technologies, to grasp
the mechanisms of sleep. From there, I had a better understanding of the gathered data, and the
possible ways to exploit it in an interaction scenario.
I tested different EEG headsets available on the market. Briefly, the Epoc headset was able to track
movements, facial expressions, brainwaves, mental states, and to associate “actions” to these mental
states (as done by Huang & Lioret, 2013). However to achieve this level of precision, the device
required an extensive cognitive training from the user to associate their brain patterns to the actions.
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The headset also needed to be handled with care, being fragile and ill-fit to be used for sleeping (Figure
7). The Mindwave, another headset of inferior standard, could track the brainwaves, the attention and
relaxation threshold, and blinking (the equivalent of this headset was used in BCI games like the Brain
ball). This device could also be worn in bed, if careful (Figure 8). Both devices were accurate in their
measure, and could be hooked up to a third party software to detect sleep stages (such as Lucid
Scribe). In terms of feasibility for the final design concept, the Insight headset appear to combine the
wearable easiness of the Mindwave with the professional data collection of the Epoc+ (allowing a wider
range of possible interactions, Figure 9). (Appendix 1: Headset testing).
Figure 7: Epoc headset, Emotiv.
Figure 8: Mindwave headset, Neurosky.
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Figure 9: Insight headset, Emotiv.
In parallel, I asked my soon-to-be testers to keep a dream diary in order to prepare for the stimuli
experiments. They kept it for a week in order to train their brains to recall all dreams that may have
occurred throughout the night (Carpenter, 1988). On a side note, lucidity is better achieved if the
dreamer has trained his memory for the recollection of his dreams. The more you remember your
dreams, the more you are familiar with your “dreamscape” the more you can recognize you actually are
in one (Noreika et al., 2010). Each entry of the diary were composed as such: the nature of the dream,
the personal reactions/emotions to the dream, what could have influenced the dream before going to
bed (TV show, music, etc).
Finally, I tested diverse applications to track my sleep: Fitbit (a pedometer that also tracks sleep, which
proved to be very inaccurate), smart alarms (tracking sleep in order to wake you up at the best possible
time), and finally an application called Lucid Dreaming, which proved to be really technical and really
thorough (Figure 10 & 11). Designed to induce lucid dreaming, it used the accelerometer on the phone
to pick up movement on the bed and thus tracked down which sleep stage I was in. From there, it
triggered light and sound cues to make me realize I was dreaming. I confirmed here that sleep was
divided between several cycles, which repeated themselves 3 to 5 times each night. Each cycle were
roughly 90-100 minutes in length, and went through different sleep stages: light sleep, slow-wave sleep,
deep sleep, and finally paradoxical sleep (chapter V: sleep overview). In paradoxical sleep, REM
happened, as well as micro awakenings, before entering another sleep cycle. The REM phase is
generally very noticeable because the eyes of the person are moving wildly, and the face becomes very
expressive. It can occasionally be accompanied by sounds and mumbling (Stickgold et al., 2001).
Interestingly, paradoxical sleep occurs in greater quantity in the last hours of the night, which might be
why we seem to more easily remember our dreams in the early mornings. These tests gave me a
foundation to build my stimuli experiment: wait around 90 minutes for the person to fall asleep, check
periodically the eyes and the face, as well as eventual sounds they might emit and only then, apply the
stimuli.
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Figure 10: Lucid Dreaming app, sleep tracking.
Figure 11: Lucid Dreaming app, advices.
Stimuli exploration 1
For this first phase of experiments, 2 participants agreed to be observed at night. The experiments that
were conducted were low-tech: I sat down next to the sleeping persons, and used myself as a “home-
made” REM detector (WOZ, Dow et al., 2005). It prevented me from worrying with the time-consuming
elaboration of a prototype using an EEG headset, and thus allowed me to spend more nights at the
bedside of people. I waited for them to start dreaming, before testing different stimuli. I tested the
efficiency of different stimuli delivered before and during dreaming. This first phase of experiments was
a wide stimuli exploration (light, touch, sound, etc), which purpose was, in conjuncture with the readings,
to determine which stimuli would be best fitted for a more elaborate interaction concept.
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Findings
Experiment n°1
Person A was observed Thursday 19 until 3 in the morning through a Skype call.
She went through one REM stage, during which she was visually and aurally stimulated by this
particular website (staggeringbeauty.com). This was made possible by sharing my screen on her
computer, enabling me to influence her. After her REM stage, she was woken up and asked to recall her
dream. Although she was not able to remember what had happened, she distinctly remembered a
“really harsh change in rhythm”. The dream was normal and then “it wasn’t”. At the end of the
stimulation, she knew that the sound was external, but she kept dreaming and did not wake up. The
combination of light and sound thus triggered some degree of awareness of her surroundings, without
evolving into a fully grown lucid dream (see different stages of lucidity, Noreika et al., 2010). The stimuli
had distinctly influenced the dream.
Experiment n°2
Person B was observed Friday 20 until 5 in the morning, in her bedroom.
She went through 2 REM stages. During the first one, she underwent somatosensory stimulation (since
it was the first experience with this person, I started with a pre-stimuli to put her at ease). She went to
sleep fully aware of her ankles bound together by a soft piece of clothing (similar to the gymnasts in
Sauvageau’s paper, 1998). After the REM stage, she was woken up and asked to recall her dreams.
Interestingly, the stimuli was directly incorporated within the dream, along with the observer, who
“tortured” the sleeper and forced her to walk around with a cable around her ankles. The sleeper was
begging me in her dream to “take it off”, she felt like it was cutting her blood circulation and that she was
going to faint. She then rushed into a bar to borrow scissors to cut the rope, but it turned into hair. The
somatosensory stimulation proved to be very effective and directly incorporated into the dream. Part of it
may be due to the fact that this was the first experience with this person, that the stimuli was applied
when the person was awake, thus building anticipation and excitement on what would be the result of
the experiment.
During the second REM period she was stimulated by the smell of vinegar. Here, the stimuli was not
directly incorporated into the dream (it mostly influenced the mood of the dream, like in the experiment
of Schredl et al., 2009). Although the dream had a distinct morbidity into it and something was
“bothering her”, we could not really pinpoint if the vinegar was at fault. In the morning, a debriefing was
done regarding the events of the night. The tester was really enthusiastic and surprised by how powerful
the somatosensory stimuli was.
Next experiments
Before beginning this first phase, I thought about testing stimuli on a pool of 4-5 people. In light of these
first two experiments (time-consuming and energy taxing), I decided to focus on only 2 persons (as
stated in the methodology), but for a longer duration. This allowed me to detect the existence of a
learning curve in the participants and how they adapted to this new situation.
In regard of these preliminary experiments and the literature perused, I decided that the next
experiments were going to focus on the different interactions possible with the dreamer using touch.
Effectively, even though it seems really promising, few papers discuss of somatosensory stimulation to
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influence dreams (Sauvageau et al., 1998). All “design interactions” with dreams are focusing on lights
or sounds (mainly to induce lucid dreaming, see vision part of theoretical framework). This second wave
of experiments were going to help decide what kind of somatosensory stimulation is the most efficient,
and how slight modulations could differently affect dreams. Each of these experiments were going to
help conceive an interaction concept.
PHASE 2: DESIGN EXPLORATION
Figure 12: Feedback Loop from waker to dreamer, enumerating different ways to interact.
Body-storming
The next performed experiments followed the same patterns as the previous ones: observe a sleeping
person, then apply a stimuli when the person is dreaming to influence the dreamscape. Although in
appearance these experiments may seem to be more related to scientific research on sleep than to
interaction design, I fully consider them to be design experiments: each of them were, on their own, a
very lo-fi prototype (or a body-storming session) designed to explore the design space, step by step,
and to refine the interaction from waker to dreamer (Figure 12, upper part). Each experiment were built
upon the conclusions of the former, and the result was later integrated into a grander scheme.
Findings
Experiment 3
Person C was monitored April 1st until 4 in the morning, in her bedroom.
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Since it was her first experiment, the stimuli applied was a pre-stimuli, taking the form of a strip tightly
wrapped around her left forearm (Figure 13). Once again, the pre-somatosensory stimulation proved to
be really efficient. The stimuli was incorporated in the dream, but not directly though: the person felt like
her entire left side was paralyzed and she had to drag it around. Again, my presence as the observer
was negatively perceived, as I was again incorporated in the dream as a villain, chasing the
handicapped dreamer around. Given the efficiency of this stimuli, I tested it again in experiment 5, but
this time directly in sleep, so the dreamer had no way of “self-influencing” themselves by knowing in
advance the stimuli.
Figure 13: Somatosensory stimulation with bind
Experiment 4
Person B was monitored April 3rd until 6 in the morning, in her bedroom.
Here the person went through 2 monitored REM phases. Another type of somatosensory stimulation
was applied, voluntarily less invasive and “violent” to see if the use of another medium would differently
influence the dream. Wet wipes were applied to the arm, along with tickles (Figure 14). The person
showed signs of being aware of the stimuli, but kept on dreaming, without really reacting or including it
in the dream. It is perfectly possible that I caught the dreamer too late in the REM phase (since she had
a micro-awakening before turning and going back to sleep) or that the stimuli was not strong enough.
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Figure 14: Somatosensory stimulation with wet wipes
Experiment 5
Person C was monitored April 13th until 3 in the morning, in her bedroom.
Here the person went through 2 monitored REM phases. To build on top of the results of the previous
experiments, I tried tying a strap of clothing around her arm when she started dreaming. Touch can be
powerful, especially if it’s a pre-stimuli. However directly applied during sleep, both persons (referring
also to the previous experiment) felt the stimuli, woke up, or were on the verge of waking up when I
applied pressure directly during both REM sleep and deep sleep.
For her second sleep cycle, I tied the cloth beforehand on her arm and snuck in a pedometer with an
alarm set to vibrate during the next REM phase (Figure 15). She was not aware of the way the
pedometer would vibrate. When I triggered the device, her dream recollection was a nice chat between
friends when the buzzer signifying the food was ready started to make the table vibrate. This way, the
testing of the stimuli was successful, while minimizing the chance of waking the dreamer up by the
movements of the observer. Interestingly, even though I was once again incorporated in the dream, I
was not an evil person anymore. The panopticon feeling worn off after a couple of experiments with both
participants: they got accustomed to being watched. (Appendix 2: Dream recollections)
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Figure 15: Somatosensory stimulation with the vibrations of a pedometer
Next step
To conclude, vibrations applied directly in REM seem to have the same level of impact as pre-stimuli
when it comes to influencing dreams. As a result, it should be taken into account when comes the time
of the test of the interaction concept. A “vibration-suit” kind of device (that apply pressure on any part of
the body, without the knowledge of the dreamer) might be a way of applying a satisfying stimuli without
fear of waking the person up. Such a suit has already been crafted on a chicken, by Adrian Cheok in
2012. A chicken was equipped with a jacket embedded with vibrating elements. Connected through the
internet to a chicken doll, the jacket vibrated every time the owner would pet the doll (Figure 16). The
person will know something will happen wearing the suit, but not pinpoint in advance where it will
happen, letting space for anticipation and surprise. Furthermore, vibrations can be applied in different
intensities, thus triggering different responses in the dream.
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Figure 16: Adrian Cheok testing the link between the doll and his chicken jacket
Concept sketching: generating novel interactions
Along all the experimental phase, I produced concept sketches and design scenarios of possible
interactions exploiting the experiments’ findings (see Gaver & Martin, 2000). Would the final concept use
only pre-stimuli to influence dreams? What kind of dreams would be targeted (hallucinations at sleep
onset, NREM, REM (Stickgold et al., 2001)? These concept sketches helped me explore the design
space and discover what it had to offer. The main purpose of these concepts was not for them to be
“good” or “desirable” design proposals. It was to explore the possibilities, play with the potential
scenarios and produce a decent quantity in order to establish a “perimeter”. These sketches can be
used to start a dialogue or can be used as inspirational material on what a playful interaction using sleep
can look like. (Appendix 3: concept sketches).
The chosen concept is the “Voodoo Sleep Pet” (Figure 17). In this concept, the physical object is divided
into 2 parts: one is “the stimuli pajamas”, worn by the dreamer. The second part is “the ball”, held by the
waker. It is a tangible representation of the sleep of the dreamer, and emits sounds and visual feedback
based on the emotional states and sleep stages of said dreamer. The ball tells the waker when the
dreamer is dreaming, and in turn the waker interacts with the ball, which transmits the feedback directly
to the stimuli pajamas. The pajamas vibrate accordingly, influencing the dreams of the dreamer. Due to
the remaining time for the thesis and my programming skills regarding such a complex prototype, I
decided to use some variation of the wizard of Oz technique to test it (Dow et al., 2005). It allowed me to
play a game of “Let’s pretend” with both testers, leaving the concept open to changes and suggestions
from both testers. The user-testing session turned into a co-creation kind of session. It also allowed me
to gather intel from the waker’s point of view, after so many experiments focusing only on ways to
interact with the dreamer.
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Figure 17: Voodoo Sleep Pet concept
Co-creation session
The testing was divided into 3 main parts: one with the waker while the dreamer was sleeping, one with
the dreamer, and one with both of them to discuss the experience, findings, and retrieve feedback. I
acted as a mediator during the whole test, explaining how the prototypes would react depending on the
actions of the waker and the dreamer. I created visuals to help me for the occasion. The set-up was akin
to a collaborative experimentation with the help of lo-fi props. (Appendix 4: Co-creation plan.)
Phase 1: Waker
I first sat down with the waker and asked her some questions about how she viewed sleep. We then
proceeded to test the lo-fi prototype of the ball (Figure 18 & 19) while the dreamer was sleeping in the
adjacent room. I conducted a loose interview regarding the appearance, materiality, functions of the
prototype, letting the waker get accustomed to it and share her opinion. Due to some timing issues
regarding the dreamer’s sleep (upon checking on her, she was barely asleep), I asked the waker to
imagine the actions she would do if the dreamer was dreaming, right now. I proceeded to give her
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
35
incentives like “she is frowning right now” “look at the nice colors, she’s feeling surprised now”. What
kind of actions would she do, depending on the emotional state of the dreamer? When the dreamer
started dreaming, we both headed into her room. It was more convenient to have the waker with me in
the room, to minimize my coming back and forth, which might risk waking up the dreamer. However our
stealth was dubious at best, and we did not manage to go undetected. We woke the dreamer up without
having time to act out the second part of the session. We started to wait for another sleep cycle,
however it was really late and the waker fell asleep in the other room.
Figure 18: Prototype of the sleep of the dreamer. Balloon with fake candle
Figure 19: Prototype of the Sleep of the dreamer. Evolution depending on the sleep stages: light, deep1,
deep2, dreams.
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36
Phase 2: Dreamer
When the dreamer finally entered another REM cycle, I could not risk waking her up once again by
fetching the waker sleeping in the other room (I was also feeling really guilty since she could barely stay
awake during the first phase). I carried out the experiment by myself, aware of the loss of valuable data
by not having the waker by my side. I remotely triggered a vibrating device first on the arm, then the
stomach, then the elbow crook, during 5 minutes (Figure 20). I used the insights of the previous phase
to carry out this experiment: if the dreamer is happy, do not do anything, if the dreamer is frowning,
tickle, if the dreamer is stressed, squeeze. I did not have any particular algorithm in mind to translate
these different gestures: tickles turned into very low intensity vibrations, squeezes became very constant
mild vibrations. Here I noticed the limitations of the lo-fi prototype: with only one vibrating device, it was
impossible for me to translate squeezes into full-body vibrations like the actual pajamas would. After a
while, the dreamer woke up on her own, looking really confused about the stimuli, which was still being
applied. She was not aware that the stimuli was being applied to her, and could not believe she
withstood it for so long without waking up. Even though she could not entirely recall her dream, she
distinctly remembered being tattooed. Interestingly, she was not aware of the stimuli in her dream: for
her, being tattooed was the result of her brain wanderings. Here, the integration of the stimuli was
seamless and went undetected.
Figure 20: Vibrating device remotely triggered on the dreamer
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37
Phase 3: Waker & Dreamer
We sat together and talked in a loose conversation. I explained in details what had transpired the night
before, and tried to fill in the gaps as much as possible. I explained to the waker the kind of vibrations I
applied on the dreamer, following her own remarks in the first phase. I explained to the dreamer what
happened with the waker while she was falling asleep. We then discussed of their feelings, how they
would react if the roles were reversed, and tried to expand the scenarios to include other people and
different settings. (Appendix 5: Interviews).
Findings
On a general note, the feedback from this user-testing and co-creation session was rather positive, even
if it could have been better prepared and equally better carried out (mostly the second phase that was
crippled). Both participants were on some level aware that the brain is not inactive in sleep, having
experienced dreams, sleep paralysis and the like (chapter V: sleep overview). However after the
session, they both had a much more tangible idea of the extent of the hidden activity inside sleep,
especially for the waker. They did not expect sleep to be this lively (chapter V: sleep overview). Even if
they occasionally noticed that they incorporated external sounds in their dreams, they had no idea that
said dreams could really be influenced (chapter V: External stimuli and their impact on dreams),
especially this deeply, and certainly not through touch.
Sleep becomes a tangible entity
The waker felt that the low quality of the prototype helped trigger creativity (WOZ, Dow et al., 2005): the
elasticity of the balloon and the lamp moving inside (which was not premeditated and fortuitous) offered
an intriguing haptic feeling and a great experience of what holding someone else’s sleep could be (its
roundness, its soft glowing, and its suppleness, Figure 21) (Tangilibity notion, Teegi by Frey et al.,
2014).
Figure 21
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38
The abstraction of its shape helped consider it as an entity in itself, relegating the presence of the
dreamer to the background. The softness of the material and its pliability under pressure was enticing
enough to incite mindless play (gentle rocking), thus forgetting that the person at the receiving end of
the haptic feedback might not find the touch as pleasant through the pajamas. Even so, the shape and
material incited a certain level of carefulness, as if it was really fragile.
Regarding the feedback that the ball offered, the waker related much more to the emotional states of the
dreamer than her sleep stages (to check if the dreamer is indeed dreaming) (Chapter V: Sleep in playful
interactions), which revealed itself to be a faraway concept for a person who was not familiar with the
way sleep operates. As a consequence, the visual importance should be given to the emotional states of
the dreamer, which are more appealing to the waker. The soundscape (which can get really annoying)
could also be replaced by a haptic feedback. Every time the dreamer moves in her sleep, the sleep
could be moving beneath the surface of the ball. Finally, the sleep stages were not considered as a
valuable information: just stating that the person started dreaming to incite playful behavior was more
than enough.
Vibrations confirmed
The dreamer wore her own pajamas, which retrospectively proved to be a mistake. Even if the
prototypes were intended to be lo-fi, with my acting the actions, it would have been helpful to at least
disorient the dreamer by putting her in a full-body suit with stitched prominences (for the vibrators).
Nonetheless, describing the pajamas to the person led to interesting questions. The main feedback
focused on the placement of said vibrating technology on the pajamas. Touch being really potent in
humans, a full-body suit with vibrations triggered somewhat randomly (although she controlled the
intensity, the waker had no way of knowing where the vibrations would be triggered on the suit) is bound
to hit either unpleasant, neutral or erogenous zones depending on the dreamer. This concept offers a
dual play, where the interaction can easily turn sensual, as well as punishing (Chapter V: Sleep in
playful interactions).
Regarding the actual vibrations, they offered a wide range of influences when triggered at varied timings
with different intensities (this flexibility in timing and intensities is what makes them so interesting when it
comes to translating the haptic feedback from the waker to the dreamer). Last experiment was a
continuous buzz which got interpreted into a food buzzer. Here the repeated, uneven vibrations got
interpreted as the dreamer being tattooed.
Role-play inception
As expected, although being the waker is a role in itself, the personality of the person assuming this role
has a great impact on the possible interactions with the dreamer. Some would tend to act like a care-
taker; checking from time to time on the emotions of the dreamer. If said person was feeling positive
emotions, the waker would be curious as to what is going on in the dream, even disappointed to not be
able to sneak into the dream and see for herself. However, she would not try to intervene, for fear of
“breaking” the dream. On the contrary, if the dreamer was experiencing negative emotions, like, stress,
anxiety, frowns, clenching of teeth, the waker would try to soothe her by gently squeezing, hugging,
shaking, poking, tickling her sleep. The Caretaker is afraid of hurting the dreamer, and do not know how
to enhance the dream: she would rather agree beforehand with the dreamer of what she will do, and be
very careful with setting boundaries. Although the test has been performed with only the caretaker
Interactive Dreams: A playful interaction between “Dreamers” and “Wakers”
39
personality, it is not a stretch to assume that other types of wakers would feel more adventurous, maybe
even mischievous towards their dreamers’ sleep. This side of the experience relates directly to the
potential roleplaying dimension raised in the theoretical framework (Sicart, 2014).
On the dreamer’s end, when the stimuli is applied at the right time, they will not wake up no matter how
strong the vibration’s intensity is. She did not remember feeling it, even though her sleeping mimics
clearly stated otherwise. She had high expectations of the experiment (having been through it twice
already), and was really excited about it, which was rather counterproductive, since she took a really
long time falling asleep. Here again, different personalities would shape differently the dreamer’s role:
some are really excited and enjoy the loss of control, whereas others would be really afraid to be this
vulnerable to someone (Chapter V: Sleep in playful interactions).
Interestingly, the role-play expended way beyond the scope of testing the concept between waker and
dreamer. The participants were accustomed to my presence and my work. Unbeknownst to me, they
assigned me a role as well, the observer. The testing session was just a part of a much bigger
playground, namely my thesis (appropriation of context, Sicart, 2014). The whole set of experiments
was considered a game, one with a clear purpose at the end: that I would get a final concept to test, and
talk about it in my thesis. The participants swapped the original purpose of the concept (influencing
dreams) and replaced it with mine. This way, the dreamer knew something fun was going to happen,
and she would get enjoyment out of finding out what later, in the fun setting of my experiments. This
proves that the original purpose of the concept is not self-sufficient. Doing this “just for fun” is not
motivational enough (play vs playfulness, Sicart, 2014), especially with just a friend. In a realistic setting,
the situation seems to become too intimate to attempt it with anyone else than the life-partner. The
roleplaying becomes really attractive in a relationship context but it still lacks a purpose.
Different scenarios
Although the concept sketches predicted some of the possible scenarios, this session strengthened
them and revealed a lot of other parameters that would influence them greatly.
The proximity of the waker to the dreamer is a source of changes: if the waker is in the same room as
the dreamer, she would probably just use the ball as a mood indicator and touch the dreamer directly.
The ball would have a minor role then, and not be as enticing. On the contrary, it could prove really
beneficial in long-distance relationships, who are possibly in different time-zones. Each partner would
then have the other’s sleep, and be awake when the other is asleep. Such a vulnerable and intimate
setting could bring some intimacy back in the couple.
These different scenarios can also be heavily influenced by the relationship between the waker and the
dreamer (power relations, Sicart, 2014). The interactions would change drastically if the persons are
lovers, friends, acquaintances or strangers. With a friend, the interaction would be more playful,
seemingly like rough-play between siblings. In the waker’s case, if the sleep was her boyfriend’s, she
would not try to reassure him, but squeeze his sleep to reassure herself. She would be gentler with him,
for fear of waking him up, or do something wrong. The vulnerability and intimacy of such situation has a
distinct sensual connotation, and linked with such intimacy, could easily lead to more “adult” play (play,
Sicart, 2014). As previously stated, the personality of the person is also a strong agent in the way to
apprehend the playful interaction.
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To go further, some unmistakable comparisons were made between my project and the mechanisms of
BDSM relationships, with an emphasis on the dominant/passive roles. Be it the participants joking about
needing a safe word or considering signing a contract, the playful interaction seemed to be resting on
more serious grounds than previously thought (Chapter V: Sleep in playful interactions). These grounds
include the need to establish a proper safe environment for the dreamer, to have a solid trusting
relationship with the waker, and indeed to potentially have an agreement beforehand on what both
participants are comfortable with.
It brings up my last point, which is temporality. Is it a special situation that happens once in the passing,
or on a regular basis? This question defines the actions of the participants. A regular basis might lead to
more disinterested and clinical actions, which will eventually lead to tiredness and boredom without a
purpose. However, regular basis is highly unlikely, due to the preparation and implicit care that are
needed in the set-up of such an event. The rather noticeable set-up makes it a special event that needs
to lead to something more than just play for the sake of play. As stated before, the concept is still lacking
a strong enough purpose. In the current set-up, what the participants gain from the experience, even if it
is impressive (dreams drastically influenced), is not yet enticing enough.
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VIII. PHASE 3: REFLECT
CONCLUSIONS
To conclude, designing a new form of playful interaction engaging dreaming and awake players can be
done in various ways. This thesis focused on an experiment-based methodology. Testing a wide range
of the technology at disposal is very useful to shape up feasible scenarios of potential interactions
afterwards. The body-storming combined with very low-fi prototypes (they could even be considered as
props in a play) offer more freedom when it comes to the actual experiments. By not having to produce
a hi-fi prototype, I gained the ability to iterate quickly between sessions. That is what enabled me to do 2
to 3 experiments in a row in a single night, and this several nights. Beyond the experiments, the co-
creation session is also a powerful tool when it comes to shape an interaction as unexpected as one
between a dreamer and a waker. Again, combined with lo-fi prototypes, the participants are not so
focused on the fact that the prototype is working or not, thus allowing their mind to drift onto scenarios
they would relate to, encouraging them to poke holes in the concept and share their own personal
experiences to feed the project.
The concept sketches (design proposals) proved to be a rapid and efficient way to explore the chosen
design space. They greatly helped in choosing which stimuli to test and how, and to envision the
scenarios and situations in which these interactions would be embedded. As a secondary knowledge
contribution, these concept sketches are not intended to offer “good” or “desirable” design propositions
to be implemented, but to offer a glimpse of the different potentialities residing in the design space,
hence their number.
The chosen concept among these different proposals successfully managed to render sleep and some
of its inner mechanisms tangible. It revealed the presence of a learning curve in the participants: the evil
sensations faded, and they grew accustomed to another presence influencing them while they were
sleeping. In response, the dreams slowly became less violent, and the integration of the external stimuli
more seamless, undetected by the dreamer when he woke up. The vibrations worked so well that it was
nearly unsettling for the dreamer. This concept and the research surrounding it are to be seen as a door,
an inspirational stepping stone for other designers and the like. Their purpose is to encourage others to
view sleep through a new lens, one not focused on sleep as a health necessity, but as a new source of
potential scenarios, interactions, and more. More than considering sleep differently, using the unfamiliar
notion of sleep as a lens itself to look at other known notions enables us to shed a new light on said
known notions and concepts. This particular concept of playful interaction between dreamers and
wakers proved to be linked with unforeseen notions such as BDSM, endorsing very distinct dominant
and submissive roles. As a consequence, said playful interaction exercises a certain duality; leading to
either adult/sensual or abusive/punishing play (in this context, making the dreamer really
uncomfortable). It also brings a new context to explore scenarios surrounding notions such as
relationships and power relations. These notions have been linked with sleep before, especially in
children’s play settings and drunken games (pranks and the like: drawing on the sleeper’s face, tucking
the person in the sheet so she is unable to get out, etc).
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DISCUSSION
Regarding practicalities: Such a project is not easy to implement when it is depending so heavily on the
willingness of the participants. The project has been delayed for several weeks due to the unavailability
of key participants and had to be re-organized in consequence. Furthermore, the thematic of the project
in itself add another layer of difficulty. People are rather reluctant to accept being watched at night, even
more so if “experimented” on. Finding the perfect combination of willing easy sleepers who remember
their dreams takes time. So is finding people willing to stay awake in the middle of the night to
participate in a co-creation session. Furthermore, there is the limitation of experimenting and testing at
night which sometimes altered the quality of the experiments and the session, since all participants were
tired. This impediment has not been well-enough considered.
Regarding the methodology: the user-testing/co-creation session, even if successful, could have been
more prepared. It would have allowed me to make a lo-fi prototype of the pajamas, and play-out different
scenarios (waker in the room with the dreamer, etc.) instead of just a single one. It would also have
proven valuable to organize another test/co-creation session with the same participants to iterate on the
findings of the first one.
Regarding the prototypes: as stated in the previous pages, lo-fi prototypes offer a quick and efficient
way to test a concept, however what constitute their strength is also their weakness. The low quality of
the vibration device had great limitations. I could not test full-body vibrations with only one device. Even
if it was not a great set-back in itself, it certainly prevented me to test another range of vibrating
stimulations that could have been relevant and interesting to test.
Regarding the concept itself: one of the main differences between play and playful is that the play’s
purpose can be just play whereas playfulness need a strong motivator not linked to play. Here, the main
weakness of the concept is that its purpose is not able to sustain itself on its own, at least for now.
Influencing dreams appears to not be a strong enough motivator to engage people (at least people
outside the life-partners sphere) in the intended playful behavior. For now, what they gain from the
experience is not enough.
FURTHER WORK
Regarding the continuation of the research, the next immediate step would be to define the purpose of
said interaction, namely narrow down the different possibilities and “market” them so to speak: is it a
situation destined to help (caretaker scenario) get rid of nightmares? Is it to give an ounce of intimacy
back to long-distance lovers? Is it to be considered as a preliminary game in a wider adult play? The
secondary knowledge contribution, in the form of sketches, gives incentives on what these different
scenarios might be. The second step would be to iterate on the first user-testing session and its findings,
this time developing more hi-fi prototypes, in harmony with the chosen purpose. After that, the research
could expand in several directions: finding ways to enhance the positive emotions felt by the dreamer?
Ways to exploit the modified dreams after the stimuli is applied, beyond the feedback that the waker
gets?
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43
The concept in itself has the potential to evolve from playfulness into actual play. It could very well lead
to a fully developed game for players seeking the thrill of losing control, with a concrete set of rules and
a more defined distributions of roles, as in the werewolf game. Expanding the play and concept outside
of the interaction, and considering the environment surrounding the play (play space) is another design
opening. Furthermore, as stated earlier, this concept and the research surrounding it are meant to be an
inspirational stepping stone for other designers to continue on this path. The design proposals are here
to offer a glimpse of the design space available and allow others to discuss their hypothetical existence
and propose concepts of their own.
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IX. ACKNOWLEDGEMENTS
My sincerest gratitude to everyone who has supported me and offered their assistance, without asking
for anything in return. Thanks to:
Jonas Löwgren for his thoughtful guidance and laughs. Michelle, for all your nice references and moral
support. Kamil, for taking the time to read and correct me. My friends and classmates, for proposing
themselves to be experimented on and asking the right questions. Simon Niedenthal for giving me the
opportunity to attend this course, meet all this wonderful people, and submit this work.
The waker for her inspirational conversation and insights. Person A for allowing me to skype with her out
of the blue to observe her an entire night. Person C for allowing me to stay in her room and try out
different external stimuli on her sleeping self, without a single second thought.
Special thanks to:
Person B for her unwavering enthusiasm about my project, which would not exist without her
participation. A heartfelt thank you for withstanding all these experiments, for being curious about it, and
for putting up with it until the end.
Thank you.
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XI. APPENDICES
1 : HEADSET TESTING
Epoc+ Headset
Figure 22: Training the headset to recognize “thoughts”: here push. Around 10 actions can be trained.
Figure 23: Facial Expressions recognition: frowns, blinks, smiles, clenching of teeth, displayed directly
onto an avatar.
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Figure 24: Emotions performances
Figure 25: Emotions performances
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Mindwave Headset
Figure 26: The mindwave headset is accompanied by a “brain reader” application. It displays the
different brainwaves on the left and top right of the screen. Furthermore, it provides a meter for the
attention (focus levels), and meditation (relaxation levels).
Figure 27: Diverse games are offered together with the headset. One’s purpose is to reach a high
threshold of attention in order to blow up a barrel.
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Figure 28: The other is to reach a certain level of relaxation, in order to make a ball levitate.
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The Mindwave headset can be linked to a third party software (here Lucid Scribe). This application
enables us to track the sleep stages of the dreamer and to trigger sounds if he enters REM stage. The
purpose of this application is to trigger lucidity in a dream.
Figure 29: This is the EEG of a person awake and watching a movie.
Figure 30: This picture shows the EEG of a person in light sleep.
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Figure 31: The EEG of a person in a REM stage would show features similar to both awake and sleep
states, with a high REM. Picture of a project by bcowgi2 where a cue was triggered during a dream.
Retrieved on http://lsdbase.org/2014/01/11/2014-01-11-possible-dream-slide/#comments
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2: DREAM RECOLLECTIONS
Experiment 1: person A
00:30: the dreamer went to bed.
FIRST REM CYCLE: 02h40
Stimuli applied: music and flashlights (www.staggeringbeauty.com).
What do you remember?
“It was strange... It changed in rhythm. Before, it was normal, and the music...It was a little
loud at the end. I knew it was coming from outside. Outside the dream.”
Even though she heard the music and knew it was external to the dream, she did not wake up.
Experiment 2: person B
00:40: the dreamer went to bed.
FIRST REM CYCLE: 03h24
Pre-stimuli applied with the awareness of the dreamer: binding of two ankles together with a piece of
clothes
What do you remember?
“I was with you and others, we were walking around the city. I was wearing this stupid shit on my
feet... You were torturing me. I was saying Please take it off, you were No. You were ignoring me.
Claudie was here, maybe she’s... We were in a betting bar, you had to put your name under the
wheel. I asked the bartender if I could have scissors, he said No, he put them away. The scissors
to cut the rope. He gave me the scissors, but it was hard to cut the rope. But then it was hair, and
the bartender was pissed and told me your hair are dirty, they dirtied the scissors. I was saying I’m
sorry. And then he said that kids were not allowed to wear perfume in the bar… Actually I was
walking around with a plastic string. It was cutting my circulation, I felt as if I was gonna faint. Then
someone started a twitter rumor. And then I took it off, but I kind of wanted to kill you.”
When she woke up, she begged me to take the bind off and exclaimed loudly: freedom!
SECOND REM CYCLE: 04h40
Stimuli applied: the smell of vinegar.
What do you remember?
“There were Germans, jumping with me... We were a circle. There were four girls. We were going
to die. There was a waterfall on the concrete. But we were at the hotel, we were gonna leave.
There was this elderly couple, they’ve been together for 5 months... No, 3 months. It was wrong,
every month is a new year. We were having shrimps for breakfast, there was my dad. We were
going inside the pool and try to test the waters but I would only swim and then dry my hair... I could
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tell something was bothering me, but I don’t know what. There was this high german techno, and if
you don’t fall straight you...”
Experiment 3: person C
22:30: the dreamer went to bed.
FIRST REM CYCLE: 00h00
Pre-stimuli applied, with the awareness of the dreamer: pressure on the left arm (binding).
What do you remember?
“I felt like I was being chased. I was nervous all of a sudden. My whole body was limping, I couldn’t
control it. The screen of your computer flashed (it did not), and I panicked. I tried to run but I
couldn’t. I was trying to think... I was kinda lost, I was alone there and it was really quiet. My left
side was heavy, the right side was trying to drag it. You were there, you were looking at me the
whole time! It was you! You were the one chasing me, it was foggy, I think I was scared of you.”
She kept grabbing, clawing at her arm in her sleep during the whole REM phase.
01h50: the light of the screen seems to annoy her, she keeps turning away from it. She is putting her
hands and forearms on her eyes to shield them from the light. It is making it harder to pinpoint if she
started dreaming again or not.
Experiment 4: person B
01:30: the dreamer went to bed.
FIRST REM CYCLE: 03h20
Stimuli applied: wet wipe applied to left arm and slow scratching on said wipe.
What do you remember?
“It was feeling kind of nice. Maybe I dreamed of something, I don’t know, I can’t remember. I was
startled when you touched me. I was already half-awake. But it was feeling kind of nice, like-human
putting something on you-kind of nice.”
SECOND REM CYCLE: 05h15
Stimuli applied: arm tickling with the wet wipe.
What do you remember?
“I was at a bar, I was going to go get something, but everyone is too old, there was a cat. Mama.
We took the wrong route, we were there to find a pub. We had a sandwich and a drink. Dad was
sitting and making friends, while Mom was staying at the table. I know what you did: it was some
kind of wet tissue, but not really wet. I knew it wasn’t in the dream. We came back, and dad
asked…would be here. There were scientists building things with one hand. And you needed two
things to control the hands. It was a super-robot, super tall.”
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Experiment 5: person C
23:00: the dreamer went to bed.
FIRST REM CYCLE: 00h25
Stimuli applied: bond on the right forearm, real tight. Applied directly in sleep.
What do you remember?
“Maybe. I don’t remember. I kind of felt like I was feeling what you were doing, and I was really
pissed.”
There was an important delay between what she felt (stimuli) and what she claimed to feel emotionally.
SECOND REM CYCLE: 00h57
Stimuli applied: bond on the right forearm with a pedometer inside. The dreamer was aware of the bond,
but did not know when or how the pedometer would vibrate. It was remotely triggered during the REM
phase.
What do you remember?
“You were in the dream. We were siblings, we ordered a sandwich. And…There were vibrations.
The vibrations were the buzzer of our food. We were arguing which one of us should take the food,
and the buzzer buzzed on the table.”
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3: CONCEPT SKETCHES
The next pages will display the sketches with a small description.
Dream communicator
What if you could converse with someone lucid dreaming?
An eye morse code specially designed for lucid dreamers, to be able to communicate with awake
persons you care about, directly from within your dreams. Your eyes movements are tracked, and
translated into words to your friends, who can reply to you. You’ll receive light feedback (thanks to our
sleep mask with blinking leds) in the same morse code: you’ll be able to see their answer flickering
directly in your dream. What’s more? You can use this system to communicate with another lucid
dreamer! You can finally share dream adventures with someone in real time!
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Your heart on their sleeve
What if you could wear someone else’s sleep, and everybody could interact with it?
If you are a thrill seeker, put on your vibrating shirt, your EEG headset and connect to our platform
before going to bed. Your sleep will immediately be displayed on one of our “agent”, who will roam his
city, allowing passersby to interact with your dreams through him. Each interaction will trigger different
vibrations on your shirt, influencing your dreams. Enjoy the wild ride!
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Social Dreaming
Social media are everywhere, let them get a hold of your dreams too!
Share with your friends the fact that you are going to sleep, and invite them to influence your dreams!
Your EEG headset will be able to detect your emotional states, transmitting them to your friends and
followers on your favorite social platforms (facebook, twitter, etc). They will be able to cheer you up,
calm you down and much more, thanks to our sleep mask which will give the feedback to you through
light and sounds.
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The dream weaver
Have complete control over someone else’s sleep.
Horror movies do not make you break a sweat? If you are looking for new ways to entertain yourself with
your friends, why not use their subconscious as your new playground? You have entire control over the
stimuli applied to the person while they are sleeping and dreaming, thanks to their stimuli suit. Induce
nightmares, give them some respite, calm them, get them excited, talk to them, with our selection of
stimuli (lights, sounds, sets of vibrations and much more). After the dreaming phase, wake them up, so
that they can share the manufactured dream with you! And if you feel like you’re up to the challenge,
switch places and become the puppet dreamer!
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Voodoo sleep pet 1
What if you had someone else’s sleep as a pet?
Your friend sleep has become a tangible entity: a soft ball sensible to pressure. You can poke it, stroke
it, talk to it and much more. Each interaction you have with it is transmitted back to the dreamer through
different vibrations on his “stimuli pajamas”. You can admire what your friend’s sleep looks like and
sounds like (when you interact with it or not).
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Voodoo sleep pet 2
What if you had someone else’s sleep as a pet?
Your friend sleep has become a tangible entity: a soft ball sensible to pressure. You can poke it, stroke
it, talk to it and much more. Each interaction you have with it is transmitted back to the dreamer through
different vibrations on his “stimuli pajamas”. You can admire what your friend’s sleep looks like and
sounds like (when you interact with it or not).
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The care-taker
Care for the sleep of others.
Imagine you are in a long distance relationship, in different time zones. What if you could have a part of
your partner with you? Namely, their sleep? With wristbands connected through the internet, you could
feel what they feel when they are asleep (with the help of an EEG headset retrieving the emotional
states), and soothe them when they start to have a nightmare.
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Voodoo sleep pet 3
What if you had someone else’s sleep as a pet?
Your friend sleep has become a tangible entity: a soft ball sensible to pressure. You can poke it, stroke
it, talk to it and much more. Each interaction you have with it is transmitted back to the dreamer through
different vibrations on his “stimuli pajamas”. You can admire what your friend’s sleep looks like and
sounds like (when you interact with it or not).
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The whisperer
Confide all your secrets to your friend’s sleep, and see in return how your confessions influence the
dreamscape of your friend when he wakes up.
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4: CO-CREATION PLAN
“Prototype co-creation session”
2 to 4 hours depending on the time taken to fall asleep.
Explain how the session is going to unfold (The roles they are going to play, what I am going to
do)
o One Dreamer, One Waker, One Mediator to help mimic the prototype actions
o Ask preliminary questions to know what they know about sleep, how they view sleep (is
it eventful? A complete black-out where nothing happens? Etc.)
1 – Waker acting:
o Wait for Dreamer to fall asleep (they go to bed with “the stimuli pajamas”: half of the
prototype)
o Waker with me, possibly in a separate room, reacting to “the ball”; the other half of the
prototype (which is giving sound and visual feedback based on the emotional states
and stages of sleep of Dreamer):
What is it like to “hold” someone else’s sleep? (Feels like an annoying pet
maybe?)
Do you find it interesting to know what is going in their brain?
Did you expect sleep to be that “lively”?
Etc.
o When Dreamer enters the REM stage, it is displayed on “the ball”; Waker can then act
out the interaction with “the ball” and try to influence the dreams of Dreamer (by
poking it, stroking it, shaking it, and the feedback will then be transmitted to “the
stimuli pajamas”, which will in turn give the feedback to Dreamer. Dreamer’s
brainwaves will then react to the stimuli, and be displayed on “the ball”).
What does Waker feel? Was it awkward? Fun? Cruel? Like being a sleep
keeper?
How do they feel about being away from the person with the prototype acting
as a representation of them (Long distance interaction)?
Would it improve if they were directly next to the person? Make it awkward?
What they think about the interaction? The concept?
How could the experience be improved for them?
What would they want to be able to do?
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What would happen if it was implemented on a wider scale?
2 – Waking Dreamer:
o Debriefing with Dreamer:
How do they feel?
Did they feel something before falling asleep? Anticipation? Other?
Do they remember their dream?
What did they dream about?
Did they notice something unusual in their dream? Did they pinpoint the
stimuli? Knew it was external?
How do they feel now?
Anything to say about the experience?
o Debriefing with Dreamer and Waker:
How was the experience?
How did they feel (troubled, creeped, etc.)?
How could it be improved/changed?
Could they see themselves in this situation with a total stranger? A friend?
Did they find something relevant in this experience?
Did it shift their way of viewing sleep?
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5: INTERVIEWS TRANSCRIPTS
Waker’s interview
-How do you view sleep?
-I really love to sleep. I’m lucky because I don’t normally have any trouble falling asleep. Most of the
time I also get the amount of sleep I need. My body is regulating itself, it’s pretty cool.
-Would you say your sleep is eventful?
-I don’t know. It really depends. I hardly sleep like a stone, this feeling when you fall asleep, and
you wake up immediately afterwards. I normally never have this. I turn, I move, I think I wake
up at night 2 or 3 times to turn, but it’s not bad, I actually like that. So yeah I guess I move a lot.
-So you are aware that something happens?
-Yeah.
-You wouldn’t qualify sleep as a complete black-out?
-No, not at all. Because I know that I’m dreaming, and most of the time I remember my dreams in
the morning, and I’m very aware of what happened, and sometimes it influences my mood
during the day, a lot. I hardly view sleep as a black-out or a stone.
-Let’s go to the prototyping part {showing her the balloon with the candle, explaining to her
how the pajamas and the ball are linked together, and the different interactions}. The
dreamer is wearing a suit with tiny vibrating devices inside of it. The suit is communicating with
the ball, and the ball is giving feedback to the suit as well. The dreamer would wear an EEG
headset. The headset will pick up her emotional states like excitement, stress, relaxation,
focus, frowns, clenches of teeth, surprise, smiling. I can also detect which stages of sleep you
are in: light sleep, deep sleep, paradoxical sleep. {showing her the prototype} Here, the light
would represent the different stages of sleep. Different colors for each stages, light sleep being
bluer, and deeper sleep being redder {showing her images}. And in the end, you have
paradoxical sleep, where letters and words would appear randomly to signify that the person is
dreaming, and that it is your cue to interact with the dreamer through the ball. The emotional
states of the dreamer are communicated through sounds. If she’s feeling distressed, the sound
emitted would communicate the distress. I picked a set of sounds I would like you to listen to, it
would be helpful to discuss with you what kind of sounds are the most effective to translate an
emotional state {making her listen to sounds}. I would put this music to signify stress {plays
music}.
-Actually I wouldn’t have expected something to be very melodic, this is almost a song. I would
have thought of something more ambient.
-I had a hard time picking up sounds: should I try choosing music? Or maybe actual ambient
sounds like you said? Or more personalized? I f the 2 people actually know each other,
personalized just for them? Or just the voice of the person saying “I am anxious” “I am
surprised”.
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-I think I would go for ambient sounds. Because I think people are able to identify the mood of
ambient sounds pretty well, whereas when you have something personal, I don’t know, they
would pick something really weird.
-Basically, when the EEG is connected, it would play continuously. The brain states, the actual
colors would change and move all the time, and the sounds would never always be the same,
with all the different brainwaves, alpha, delta, and beta. One moment you’re excited, the next
second you’re becoming stressed and it changes all the time, and there would be so many
sounds blending together. It would become some kind of soundscape.
-Or maybe just by changing the tempo/speed of the ambient sounds to communicate emotions, but
same sound patterns.
-Basically, this thing would be very colorful, and very noisy {handing her the prototype over,
encouraging her to familiarize herself with it}. It’s her sleep! Look at her sleeping! This is
her sleep, and she’s not dreaming yet. She’s in light sleep.
-Right now, I feel a little bit the edge of the lamp, and it’s moving a bit as I move it, and I find it really
interesting. I don’t know if you can do that. A slight movement underneath the surface could be
extremely nice. What’s inside? It’s intriguing, really subtle. Noisy, lighty thing.
-What does it feel like, holding someone else’s sleep?
-It’s very interesting. When you were talking about the pajamas, I thought it would have made sense
to have like a voodoo puppet, in the shape of the dreamer’s body, but I think it’s actually really
good that it’s just a ball, like something abstract. Sleep is something abstract. Something
fragile. I’m very careful. Something very intimate for the person. I’d be afraid to hurt her in a
way, interrupt her. It’s something really personal, when you see someone sleeping you start
becoming really careful not to wake them. It’s not sacred, but respected.
-If you had a voodoo puppet instead of the ball, would you be more inclined to poke her around?
-I don’t know. It would certainly be different. It would relate more to the person. Like I touch the arm,
the pajamas squeeze her arm. Like I’m affecting her body. This being a ball, it can actually be
the sleep, an entity in itself. It is the representation of a state rather than of a person.
-Do you find interesting to be able to see what’s going on in the brain of someone’s sleeping?
-I think I don’t really… It’s relatively hard to relate to what’s going on, because I myself am not able
to identify this phases of sleep as well as you. So even if it would tell me now which stage she’s
in, I don’t recognize it when I see it. The stages are something abstract. Cause I’m not able to
experience it myself. So it’s interesting, but I think emotions speak to me better. If it tells me
okay now she’s in pain, I could related, because I know how it feels to be in pain.
-So you would relate more to the sounds relaying emotions than the light relaying stages?
-Yeah. Maybe okay, now she’s surprised, I would be interested to know what she’s dreaming about
so that would be interesting, cause it’s something I can relate to.
-Regarding the actual feedback, would you actually prefer to have the visual for the emotional
states?
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-Yeah. The sleep stage would be more in the background, as sounds, and the emotional states
monopolize our vision. It’s more relatable that way.
-Did you expect sleep to be that lively?
-I don’t think I expected it to be this lively. I knew something was happening, but not on that scale.
-Okay, she’s still not dreaming, let’s just play pretend she’s dreaming, how would you interact with
the ball? There would be some kind of relatively loose mapping on the ball, so if you just poke
a small surface, only a tiny portion of the pajamas will vibrate on the dreamer. The way you
touch the ball determine where and how the vibrations will be triggered. Different way of touch
instead of where.
-The way it is right now, I would definitely squeeze it. Poke it.
-Then it would be tiny localized vibrations on the dreamer.
-But yeah, since I don’t know right now how she feels, I wouldn’t know how to interact with her. As
long as I don’t know how she feels, I wouldn’t do anything. If she’s not fine, I would try to calm
her down.
-If she’s feeling excited?
-I think I wouldn’t do anything. I think it’s a good dream. I wouldn’t want to interfere. I would be
curious about what is actually going on in the dream.
-Enough to try to wake her up for her to tell you?
-No, because I wouldn’t want to interrupt it. It would be like breaking something in order to
understand it. But it’s broken. It’s not the purpose. I would just really hope she wakes up by
herself and still remember, and tell me.
-Would you feel frustrated to not know what is going on?
-Ah, I would be a bit disappointed yes.
-And if she’s feeling stressed?
-I would try to calm her down. I would try to squeeze her gently, hug her.
-You said her! Instead of her sleep! Is the ball becoming the dreamer? And if she was feeling really
really relaxed?
-I guess that’s a good thing… But I just thought it might be funny to tickle it. But I actually wouldn’t
want to do it if she’s feeling relaxed. I want to do it when she feels tense.
-So basically when she is feeling positive emotions, you would not want to interfere, but if she is
feeling negative emotions you would interfere?
-Yeah
-So you would be more willing to take the role of the guardian angel?
-Like a care-taker.
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-I guess it depends on people’s personality.
-I think I’m just way too nice to…
-I would have the god complex like in the Sims: I would try to poke it, shake it, etc.
-I normally try everything, but now, when there are actual people affected, then I would be very
careful.
-And if she was feeling really focused? Like concentrating really hard?
-I think I would also not interfere.
-You would not try to improve the focus?
-I wouldn’t know how! That’s the thing, I would not know how, for positive emotions, I would not
know how to enhance them.
-You would not be curious enough to try to figure out how to enhance them?
-I don’t know, maybe. I think if the dreamer agree beforehand, I would be okay, this time, I’m going
to try and test around what happens when she’s happy, and affect it. I would be careful to not
overstep any boundaries. I think I would also be a little bit afraid. For example, they’re having a
good dream, it’s nice, and then I do something, and I screw it up. And I would be “Why would
you do that?” Why would you interfere if someone is feeling relaxed? I wouldn’t want that to be
done to myself. But if there is stress, I would try to calm her down, even if it makes it worse, I
would have at least tried to make it better when it was bad.
-And if she was starting to frown?
-I would probably stroke it a little bit, like poking, smooth her face out. Try to take her focus away
from what’s bothering her in her dream.
-And if she was feeling surprised?
-I would be very curious about what’s happening.
-If she was clenching her teeth?
-I would do the same as frowning. Stroking her and shaking and tickling her.
-When you hold it, do you think of it as the person’s sleep? Maybe as a tiny animal? What does it
make you think of?
-No. The glowing ball makes me think of fireflies. I’m not sure I would give it a character like a pet.
Maybe more like a plant. It’s not dead, but it’s not alive as well. It’s more like a luminescent
plant. But you know right now, even though I know it’s the dreamer’s sleep, I can’t help but
gently rock it.
-Why is that? Is it because of the shape? The texture?
-Yeah, because it’s so nice and round, and because of the light moving inside. I can’t help but rock
it like a baby. But for the haptic feedback, not for the dreamer.
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-You do it for your own benefit. You would want to have haptic feedback instead of sounds?
-Yeah. It would work better. The tangible action with the vibrations. You should definitely keep the
object. It is really intriguing.
-And instead of the sleep cycles, it could just talk to you? Or vibrate depending on the movements
of the dreamer.
-Yeah! That’s interesting too!
-Retrospectively, the EEG headset isn’t that useful: it can grab a lot of data, but I feel like most of it
is really technical and you don’t relate to it. Like what does it mean “Alpha 12985”?
-Yeah, the emotional state is the only thing I connect with.
-So the EEG is just here to say if the person is happy or not. {Waker’s falling asleep}. You are going
to sleep with dreamer’s sleep? Do you think that is something that could happen?
-I wouldn’t want to? Maybe with my boyfriend. Since I’m away from him, I probably would sleep like
that.
-Different relationships, different interactions?
-Yeah.
-Would you be afraid of squeezing him too much and wake him up?
-Well actually no, he would just know that I squeezed him so hard I woke him up. So it would be
feedback for him as well. Like I’m having a nightmare, suddenly he knows it.
-It’s interesting, you found a way to give the dreamer feedback that you were having a nightmare!
And if the sleep was in a different material?
-No. Here, it reacts to the pressure, it’s warm, you can put your finger in, and it reacts.
-How does it feel to interact with someone else’s sleep?
-As I said, I would be really careful. I would feel like I have a lot of power to interfere on something
really vulnerable.
-How do you feel about being away from the person?
-In the beginning, I was be really aware, but now I’m kind of forgetting that there is a person, and
then I do something that I don’t intend to do, I don’t think about it, but it wouldn’t maybe be so
nice for the dreamer.
-Do you think it would improve or change the actual experience, if you were directly next to the
dreamer?
-That would be weird! I think I would touch the dreamer directly, I would use the ball as just and
indicator as to what’s going on, but then interact directly with petting or stroking the dreamer. It
would have a minor role (the ball).
-And, what do you think about the interaction, the concept?
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- It’s very intriguing and interesting.
-Does it changes your idea of sleep?
-A bit I guess.
-Did you think it was something you could do (influencing dreams)?
-Not before I met you.
-How do you think the experience could be improved?
-The haptic feedback! That’s the main thing!
-Is there other things you would want to be able to do?
-No.
-What do you think would happen if it was implemented on a very wide scale?
-It would lead to very abusive situations, and very intimate for relationships. It has high potential for
both sides.
Interview with the dreamer and the waker
-I have no idea what happened. I remember I went to sleep and I could hear you outside still a little
bit in the beginning. And I feel like I was kind of… agitated, I guess, cause of the whole thing,
so I didn’t fall asleep that fast.
-You had anticipation.
-Yeah. I was really tired, but still, when I actually went to bed, I was too awake I think. And then
finally I fell asleep, and the next thing I remember is hearing the two of you whispering in the
room. It was really annoying actually. There was something bothering me, and then I turned
around. I fell back asleep. And the next thing I remember, is that I opened my eyes and you
were sitting right next to me, I was saying something about tattoos and you had the vibrating
thing… But I don’t remember feeling the vibrations! But that’s all! I remember also you were
trying to wake me up and get me to talk, but I was dead, I was just dead.
-Yeah, basically that’s what happened. But what did happen also is that the vibrating device, I used
for, maybe 5 minutes. And I did different vibration intensities, and just put it in the crook of your
elbow, then on your arm, and then I put it on your stomach…
-REALLY?
-Yeah!
-WOAH!
-And then I used the biggest intensity possible, and then I used short sharp burst of vibrations
-REALLY? But I remember that I was getting a tattoo. I mean, that makes a lot of sense! Haha,
that’s super creepy!
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-At the beginning, I could not pinpoint if you were dreaming or not, because your eyes were not
moving, but you were not moving so I told myself: I’m going to try anyway, maybe she is
dreaming.
-It’s possible that if you had waited a little bit longer I would have had a more complex dream that I
would have remembered. Because I remember it was something about tattoo, but I don’t
actually remember the dream.
-I think I caught you in deep sleep, just right before your paradoxical phase, and you don’t
remember as much when you’re in deep sleep. But it is okay, you did remember enough. But in
the beginning, I was really afraid of waking you up, us whispering woke you up the first time, so
I really thought that even the lowest intensity of the vibrations would wake you up immediately.
But you didn’t!
-Did I like, made any noises?
-No! But your face started to scrunch up on its own, it was really funny.
-Yeah? But even when I woke up, I don’t remember feeling it! I suddenly woke up.
-But you totally felt it! Even if you don’t remember! You face proved it!
-That’s super funny!
-But in the end, you somehow got used to it and kind of relaxed, and then you woke up, and you
looked at me really confused.
-Yeah! I was like what on earth is going on? What are you doing here? [deleted for privacy
reasons]
-We had this discussion with the waker. Like the difference in relationships…
-Yeah, if it’s your mom doing this.
-Yeah but also, she would react completely differently if it was her boyfriend’s sleep, instead of a
stranger’s.
-[deleted for privacy reasons]
-Honestly, I started writing a conclusion with the parallels with bdsm. I mean, I can’t avoid it,
everybody keeps joking about having a safeword, making a contract/agreement beforehand
“what can I do, what can’t I do”. 50 shades of sleep.
-[deleted for privacy reasons]
-I would rather be creeped out. I would not try with anybody else but my boyfriend.
-I’m sure there is people who enjoy being in the dominant role with the device, and others who
would prefer the passive role. There is a thrill about letting go.
-There is totally the psychological side of it: the BDSM stuff has power relations, it is grounded on
psychological needs.
-[deleted for privacy reasons]
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-How did you feel about it, the whole experience? You were kind of opposites!
-I was very careful!
-I was “yeaaah, experiment with meee”
-She kept asking me these questions like: what if she’s happy? What would you do with it? Nothing,
she’s happy, why would I do anything? Okay now she’s relaxed, what would you do with it?
Nothing, she’s relaxed! Why should I do something?
-Haha!
-“Okay, she’s stressed. Now I would try to help her relax. Okay now she’s relaxed, what do you do
next? Nothing. She’s relaxed.
-But that’s really interesting that the different personalities… Like a personality would only be to
soothe the person. But I’m sure that some people would be like “haaaha, she’s happy? Let’s
poke her!”
-Yeah! When I did all the previous experiments on you, I was not as careful as her. And I had the
role of the waker back then. Like she’s happy? Let’s try to enhance it, and if it goes wrong, too
bad!
-Yeah, but in your position it would be different because you needed to know what was going to
happen. If I actually think about the realistic situation that I have someone’s sleep in my hands,
and I could interfere somehow… With all this relationship layer around it… I wouldn’t do. I
would just try to soothe her.
-I was more acting like “the person agreed, we have an agreement, so I have permission to do what
I want to do”.
-But that’s the thing, it also depends on the relationships.
-Yeah.
-Like if it was someone that I really love and care about, I would be happy to see that they’re happy,
and I would just relax them when they’re stressed. But if it’s like… Like a friend or something,
that would be rough, more playful. But of course, even if it’s someone that you really love and
you really trust, but you want to try it in a more sensual way, then of course you try out different
things.
-Maybe it’s also different if you try it out just once, or all the time. I was thinking: Okay I have this
thing, and I have it most of the time, so this is what I would regularly do with it.
-Yeah.
-Maybe if it’s like a special situation where you have it… I would maybe beforehand agree with the
person on what I want to try out.
-But imagine you have a long-distance relationship, like with different time zones, so that you each
have these balls, and you’re awake when the other is asleep, so then you probably have to
worry about other stuff, and you’re not paying attention, but then at some point you’re warned
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the person is stressed, son now you do something. But most of the time? Okay happy, not
doing anything.
-Yeah, that was more the situation I imagined.
-Did it change your way of thinking about sleep? Your experience of sleep?
-Yeah. I think this is super interesting because I’ve always thought that of course, external stuff can
influence your dreams, I’ve had that you wake up with the radio and I heard the song in my
dreams, but I’ve never thought about the touch, exactly, how it can influence dreams. I mean, I
never even stopped to think about it, I mean, at least with the binding and the tattoo thing it was
super clear that something changed, so for sure, it’s super interesting. I mean also everything
we talked about, this idea of trusting someone, losing control, I never thought about it in a sleep
state. And it’s also very interesting. So for sure yeah, it makes you think.
-Could you see yourself in this situation with a total stranger? Someone you’ve never met, you just
have the ball?
-No.
-I think that would actually be really weird. Like to give up control, like you said, but also I wouldn’t
like to take control.
-I wouldn’t like to lose control to a stranger. Like not even to a friend. Like this is fine, it’s a test
setting, but to really allow somebody to… Only in a relationship.
-It’s so intimate you can’t… At some point, there is something really sensual as well. And it’s quickly
linked to sexuality. So when you have sensuality and intimacy, it leads to sexual behavior.
-I think it depends of the person. I mean you’re not a total stranger of course, but I was never really
scared of your experiments. I was like yeah, something fun is going to happen while I’m not
aware and then I’m just going to find out what. But… more curious.
-You find enjoyment out of finding out what happened?
-Yeah it’s nice. Even with friends, it’s actually nice. But I think it’s because if this setting of
experiments. But just for fun? I think I wouldn’t really understand why my friend wants to do
this? But in a relationship, I would totally, yeah.