While I would definitely prefer your clock to what we have, I don't feel it adequately encapsulates the concept of a D&D adventuring day in a video game. I would argue that it would be harder to decide which amount of time represents a day, than deciding how much content one should cover in order for one day to have passed. Like, what is one in-game day? 2 real-time hours? 3? Half an hour? How does that translate to quests of various lengths?