Ludic Ambiguity on the Wrist: How an "Imperfect" Stress Avatar Becomes a Social Play Mechanic

Wearable biosignals increasingly circulate as social cues, not just personal measurements. We examine StressWatch, a third-party smartwatch app that estimates stress from heart-rate-derived signals and renders it as a glanceable animated avatar on the watch face. Using a multi-method qualitative study—238 App Store reviews, 174 public posts on RED (XiaoHongShu), and 18 semi-structured interviews across North America, China, and Europe—we examine how users navigate the gap between what the system infers and what they feel. We name this gap a playable gap : a space of interpretive openness that becomes a resource for social play. The playable gap supports five recurring forms of everyday play: performative (staging and signaling states), narrative (jokes, folk theories, and collective sensemaking), competitive/cooperative (challenges, teasing, and solidarity rituals), companionship (personification and care), and reflective (micro-experiments and pattern seeking). We argue that, in this case, such biosignal displays function as ambiguity-sustained ludic systems , while also introducing risks around visibility, uncertainty burden, and social pressure. We conclude with design implications for legible uncertainty and consentful sharing.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831349
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
0.00
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article

Ludic Ambiguity on the Wrist: How an "Imperfect" Stress Avatar Becomes a Social Play Mechanic

Zhao Zhao, Sriharish Eswarathas
Proceedings of the ACM on Human-Computer Interaction
Innovative Human-Technology Interaction
article

Ludic Ambiguity on the Wrist: How an "Imperfect" Stress Avatar Becomes a Social Play Mechanic

Zhao Zhao, Sriharish Eswarathas
article en

Abstract

Wearable biosignals increasingly circulate as social cues, not just personal measurements. We examine StressWatch, a third-party smartwatch app that estimates stress from heart-rate-derived signals and renders it as a glanceable animated avatar on the watch face. Using a multi-method qualitative study—238 App Store reviews, 174 public posts on RED (XiaoHongShu), and 18 semi-structured interviews across North America, China, and Europe—we examine how users navigate the gap between what the system infers and what they feel. We name this gap a playable gap : a space of interpretive openness that becomes a resource for social play. The playable gap supports five recurring forms of everyday play: performative (staging and signaling states), narrative (jokes, folk theories, and collective sensemaking), competitive/cooperative (challenges, teasing, and solidarity rituals), companionship (personification and care), and reflective (micro-experiments and pattern seeking). We argue that, in this case, such biosignal displays function as ambiguity-sustained ludic systems , while also introducing risks around visibility, uncertainty burden, and social pressure. We conclude with design implications for legible uncertainty and consentful sharing.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
University of Guelph (CA)
Openalex Percentile: Top 11%
Innovative Human-Technology Interaction
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