Inspiration

We were inspired by our own experiences as Freshmore students in SUTD. It has only been a week into school, but many of my schoolmates had already developed terrible sleeping habits, often going to bed around 3 AM. As avid gamers of the well-known game, Clash Royale, we realised how fun it was to compete and collaborate with friends. Therefore, when the category of sleep came up, we knew that we wanted to incorporate one of the things we loved to counter our common enemy, horrible sleep habits. Most existing sleep apps did not work for us because they were too serious, more of an individual journey and lacked the social motivation. We wanted to create something that utilized friendships and accountability to help students cultivate better sleep habits. Hence, the idea of Sleep Royale was born.

How it works

When the user first enters the app, they take a quick onboarding quiz about their sleep habits, stress, activity level and goals. This allows the app to customize game mechanics and AI guidance. The user will then have to connect a wearable so that the app can monitor user's sleep and stress levels via the heart rate variable. Then, users will find a clan to join and compete together to defeat a common boss. The more the user sleeps consistently and maintains healthy stress levels, the more "damage" is done against the boss. Streaks and multiplier rewards are there to reward consistent habits. SnoozePoints is the apps in-game currency where it can be used to claim in-game avatar cosmetics or offset prices on sleep-related products. Users can also consult the AI Sleep buddy to see their personalized insights and advice on stress-reduction strategies and habit suggestions. Users have the option to log in their dreams too and get the AI's interpretation. Widgets, app lock and notifications are also features to aid in the user's journey of cultivating good sleeping habits. Overall, we hope that Sleep Royale will be a fun method for students to improve their sleeping habits.

Key Features

Gamifies Sleep: It turns sleep into a "game", where users will participate in clan boss battles. Each user's sleep consistency and stress management, which are tracked by smart wearables, translates into "damage" against the boss.

Rewards Healthy Habits: Users can earn SnoozePoints(SP) based on how much damage they cause to the common boss. SP can be spent on either in-game cosmetics for avatars or to offset prices on sleep-related products like pillows, candles and blankets.

Social Accountability: Users can choose to join their friend's clans or a random one. In the clans, clan members work together to defeat the common boss. This encourages peer motivation, making it less likely for users to skip their sleep goals.

AI Bot: The AI bot gives weekly summaries on sleep and stress patterns based on the data taken from the user's wearables. It also advises on stress reduction and better sleep habits. Users also have the option to log in their dreams and get the AI's interpretation on it.

Integration with wearables: It collects heart rate and sleep data from devices like smartwatches and uses the collected data to adjust game mechanics, as well as to analyse sleep and stress patterns.

External Support Features: Widgets, app locks and notifications is available. Widgets help make logging/checking statistics more easily accessible. The app lock locks the apps indicated by the user when the time hits the user's set bedtime. If the user decides to unlock his app, he risks losing his sleep streak, reducing the amount of damage he contributes in the clan fight. Notifications will be used as either reminders to remind users to start unwinding for bed or as warnings, to let the user know that their heart rate is too high and they need to do some mindfulness exercises.

Challenges we ran into

Users without Wearables: Initially, we were concerned that some students would not have smartwatches or fitness trackers, so we had to design a system that could work with manual sleep logging while still providing meaningful progress and rewards.

However, this was solved because HPB provides free fitness trackers, allowing seamless integration and data collection.

Addressing the Root Cause of Poor Sleep: Students' poor sleep habits stems from a myriad of issues like stress, phone habits and, irregular schedules, not just the amount of hours slept. Hence, Sleep Royale had to go beyond tracking, using social motivation and AI guidance to actually improve these habits.

What we learned

As first-time hackathon participants, we gained hands-on experience in design-thinking, problem-solving, time management, while also learning how a hackathon works from start to finish. We faced a few hiccups along the way, but these challenges taught us valuable lessons about prioritizing features, collaborating under pressure and iterating quickly. Overall, the experience was not only educational but also, fun and rewarding, giving us confidence to tackle future projects.

Built With

  • figma
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