ShiVR
Creating a rehabilitation tool used in VR to increase stroke therapy's effectiveness and engagement
ROLE
UX Researcher
Visual Designer
TIMELINE
August - September 2024
DELIVERABLE
3D Visualized Game
TOOLS
Figma
Spline
ShiVR
Creating a rehabilitation tool used in VR to increase stroke therapy's effectiveness and engagement
ROLE
UX Researcher
Visual Designer
TIMELINE
August - September 2024
DELIVERABLE
3D Visualized Game
3D Visualized Game
TOOLS
Figma
3D Visualized Game
Spline
3D Visualized Game
What if half of your world
disappeared
What if half of your world
disappeared

and this is how you draw a clock from memory

and this is how you draw your own face
This is what patients with hemispatial neglect experience every day.
What is hemispatial neglect?
What is hemispatial neglect?
Hemispatial neglect (HSN) is characterized by a reduced ability to recognize one's bodily positioning in space. These deficits are typically seen on the left side of the body as strokes are more common on the right hemisphere and will thus cause symptoms on the opposite (contralateral) side.
In a Usability and Architecture Information class, we were tasked with creating a product that targeted stroke patients age 65 and older suffering from hemispatial neglect (HSN). The final product had to be visualized in 3D so it could later be implemented into virtual reality (VR) through the Global Ties program.
Hemispatial neglect (HSN) is characterized by a reduced ability to recognize one's bodily positioning in space. These deficits are typically seen on the left side of the body as strokes are more common on the right hemisphere and will thus cause symptoms on the opposite (contralateral) side.
In a Usability and Architecture Information class, we were tasked with creating a product that targeted stroke patients age 65 and older suffering from hemispatial neglect (HSN). The final product had to be visualized in 3D so it could later be implemented into virtual reality (VR) through the Global Ties program.
Hemispatial neglect (HSN) is characterized by a reduced ability to recognize one's bodily positioning in space. These deficits are typically seen on the left side of the body as strokes are more common on the right hemisphere and will thus cause symptoms on the opposite (contralateral) side.
In a Usability and Architecture Information class, we were tasked with creating a product that targeted stroke patients age 65 and older suffering from hemispatial neglect (HSN). The final product had to be visualized in 3D so it could later be implemented into virtual reality (VR) through the Global Ties program.
The Challenge
How can we increase patient’s awareness to stimuli on the affected side of the body in a gamified format?
The Challenge
How can we increase patient’s awareness to stimuli on the affected side of the body in a gamified format?
Literature Review
Literature Review
Competitive analysis
Competitive analysis
Research
Research
I wanted to understand our patient’s, caretaker’s, and therapist’s diverse experiences and other treatment options already on the market. I shaped our user personas through an extensive literature review and a competitive analysis.
I wanted to understand our patient’s, caretaker’s, and therapist’s diverse experiences and other treatment options already on the market. I shaped our user personas through an extensive literature review and a competitive analysis.
I wanted to understand our patient’s, caretaker’s, and therapist’s diverse experiences and other treatment options already on the market. I shaped our user personas through an extensive literature review and a competitive analysis.
In a review of 20+ paper, I explored a variety of topics that that led us to ask questions that guided our initial design.
In a review of 20+ paper, I explored a variety of topics that that led us to ask questions that guided our initial design.
Diagnostic Tools
Diagnostic Tools
HSN Experience
HSN Experience
Caretaker's Involvement
Caretaker's Involvement
User's Interests
User's Interests
How can we standardize patient baselines?
How can we standardize patient baselines?
Q1: How can we standardize patient
baselines?
How do we encompass the diversity of symptoms and experiences?
How do we encompass the diversity of symptoms and experiences?
Q2: How do we encompass the diversity
of symptoms and experiences?
How do we create support at home?
How do we create support at home?
Q3: How do we create support at
home?
What activities and themes do the elderly like?
What activities and themes do the elderly like?
Q4: What activities and themes do the
elderly like?
Calibrate based on user's ability using star cancellation test.
Calibrate based on user's ability using star cancellation test.
A1: Calibrate based on user's ability
using star cancellation test.
Conduct user testing with varying HSN severity.
Conduct user testing with varying HSN severity.
A2: Conduct user testing with varying
HSN severity.
Implement take home feedback reports and an at-home therapy buddy
Implement take home feedback reports and an at-home therapy buddy
A3: Implement take home feedback
reports and an at-home therapy
buddy
The elderly really like gardening!
The elderly really like gardening!
A4: The elderly really like gardening!
There are 4 proprioceptive motions to target.
There are 4 proprioceptive motions to target.
Research shows that the traditional visual scanning technique paired with the realistic landscape in VR greatly strengthens its effectiveness. Engaging the limbs on the opposite side of the stroke also strengthens bodily representation in the patient’s mind, improving their overall awareness.
Research shows that the traditional visual scanning technique paired with the realistic landscape in VR greatly strengthens its effectiveness. Engaging the limbs on the opposite side of the stroke also strengthens bodily representation in the patient’s mind, improving their overall awareness.
Research shows that the traditional visual scanning technique paired with the realistic landscape in VR greatly strengthens its effectiveness. Engaging the limbs on the opposite side of the stroke also strengthens bodily representation in the patient’s mind, improving their overall awareness.




Visual Scanning
Visual Scanning
Visual Scanning
Neck Rotation
Neck Rotation
Neck Rotation
Trunk Rotation
Trunk Rotation
Trunk Rotation
Arm Lifts
Arm Lifts
Arm Lifts
Who are the competitors?
Who are the competitors?






No option for limited mobility users and lack of social support
No option for limited mobility users and lack of social support
No option for limited mobility users and lack of social support
Patients & caretakers are unable to view feedback
Patients & caretakers are unable to view feedback
Patients & caretakers are unable to view feedback
Limited tasks and difficulty level options
Limited tasks and difficulty level options
Limited tasks and difficulty level options
A holistic approach to our userbase.
A holistic approach to our userbase.
Through our research, we learned how each patient comes with their own ecosystem, including caretakers, family members, and physical therapists. We kept our primary user as the patient but created user personas for their caretakers as well.
Through our research, we learned how each patient comes with their own ecosystem, including caretakers, family members, and physical therapists. We kept our primary user as the patient but created user personas for their caretakers as well.
Through our research, we learned how each patient comes with their own ecosystem, including caretakers, family members, and physical therapists. We kept our primary user as the patient but created user personas for their caretakers as well.






Brainstorming
Brainstorming
Physical Prototyping
Physical Prototyping
User Testing
User Testing
Design: Physical Prototype
Design: Physical Prototype
After learning more about the problem space, our team dove into a brainstorming session to decide on the MVP details. In order to mimic the VR space, we opted for a physical prototype that we used for our first two rounds of user testing. After our first round of testing, we used our findings to transition to a digital/3D prototype.
After learning more about the problem space, our team dove into a brainstorming session to decide on the MVP details. In order to mimic the VR space, we opted for a physical prototype that we used for our first two rounds of user testing. After our first round of testing, we used our findings to transition to a digital/3D prototype.
After learning more about the problem space, our team dove into a brainstorming session to decide on the MVP details. In order to mimic the VR space, we opted for a physical prototype that we used for our first two rounds of user testing. After our first round of testing, we used our findings to transition to a digital/3D prototype.
Brainstorming Process & Prototype Development
Brainstorming Process & Prototype Development







Crazy 8's
Crazy 8's
Game Details
Game Details
Wireframing
Wireframe
Beta Prototype
Beta Prototype
Gardening focus as main theme
Development of apple picking UI
Gardening focus as main theme
Development of apple picking UI
Gardening focus as main theme
Developed apple picking UI
Creation of phases
Added timers, phases, possible distractions, and levels
Creation of phases
Added timers, phases, possible distractions, and levels
Creation of phases
Added timers, phases, possible distractions, and levels
Navigating physical logistics
Outlining key features
Navigating physical logistics
Outlining key features
Navigating physical logistics
Outlining key features
Full set up with realistic touches
Begin user testing
Full set up with realistic touches
Begin user testing
Full set up with realistic touches
Begin user testing




A series of cozy mini games.
A series of cozy mini games.
With each game having multiple phases, users can practice a variety of skills at different levels.
After each game, users are given a progress breakdown which can be shared with their caretakers. In our MVP, we focused on an apple orchard game with three phases:
With each game having multiple phases, users can practice a variety of skills at different levels.
After each game, users are given a progress breakdown which can be shared with their caretakers. In our MVP, we focused on an apple orchard game with three phases:
With each game having multiple phases, users can practice a variety of skills at different levels.
After each game, users are given a progress breakdown which can be shared with their caretakers. In our MVP, we focused on an apple orchard game with three phases:
1) Apple Picking
1) Apple Picking
1) Apple Picking
2) Sorting apples
2) Sorting apples
2) Sorting apples
3) Halving apples
3) Halving apples
3) Halving apples
Engages the patient in rehabilitative movements and builds their visual scanning capabilities.
Engages the patient in rehabilitative movements and builds their visual scanning capabilities.
Engages the patient in rehabilitative movements and builds their visual scanning capabilities.
Practices wrist rotation and builds patient's habit of ensuring they scanned the entire area.
Practices wrist rotation and builds patient's habit of ensuring they scanned the entire area.
Practices wrist rotation and builds patient's habit of ensuring they scanned the entire area.
Practices precise movements and engages principles from the Line Bisection test, a common diagnostic test.
Practices precise movements and engages principles from the Line Bisection test, a common diagnostic test.
Practices precise movements and engages principles from the Line Bisection test, a common diagnostic test.


User Testing: Round 1
User Testing: Round 1
Participant Restraints
Eyepatch over their left eye to mimic visual neglect and deficit in left side awareness.
Eyepatch over their left eye to mimic visual neglect and deficit in left side awareness.
Eyepatch over their left eye to mimic visual neglect and deficit in left side awareness.
3 sports bands with varying resistances used to mimic physical challenges at different severity levels.
3 sports bands with varying resistances used to mimic physical challenges at different severity levels.
3 sports bands with varying resistances used to mimic physical challenges at different severity levels.

Visual Calibration
Keeping the user’s gaze on the crosshair and have them count the number of apples in their visual field to determine their starting visual field (based on principles from Star Cancellation Test).
Keeping the user’s gaze on the crosshair and have them count the number of apples in their visual field to determine their starting visual field (based on principles from Star Cancellation Test).
Keeping the user’s gaze on the crosshair and have them count the number of apples in their visual field to determine their starting visual field (based on principles from Star Cancellation Test).

Baseline of Motion
User demonstrates their maximum range of motion (ROM) with the given "severity level" and the board is reset so the apples are within their ROM with a few a little higher as a challenge. Repeat for different severity levels (aka switch to a different resistance band).
User demonstrates their maximum range of motion (ROM) with the given "severity level" and the board is reset so the apples are within their ROM with a few a little higher as a challenge. Repeat for different severity levels (aka switch to a different resistance band).
User demonstrates their maximum range of motion (ROM) with the given "severity level" and the board is reset so the apples are within their ROM with a few a little higher as a challenge. Repeat for different severity levels (aka switch to a different resistance band).

Game Time
With 30 seconds on the clock, users pick as many apples as they can, dropping them one at a time into the basket on their left side.
With 30 seconds on the clock, users pick as many apples as they can, dropping them one at a time into the basket on their left side.
With 30 seconds on the clock, users pick as many apples as they can, dropping them one at a time into the basket on their left side.
Analyzing our findings from both qualitative (survey) and quantitative (game stats) data sources, we found
Analyzing our findings from both qualitative (survey) and quantitative (game stats) data sources, we found
6/6 Users
6/6 Users
6/6 Users
6/6 Users
3/6 Users
3/6 Users
performed better on their last round despite the bands increasing in resistance
performed better on their last round despite the bands increasing in resistance
were more inclined to start off by picking the lower apples
were more inclined to start off by picking the lower apples
reported the instructions were unclear
reported the instructions were unclear
After our first round, we added new features to help our second round of testing run more smoothly.
After our first round, we added new features to help our second round of testing run more smoothly.
Point System Addition
Point System Addition
By assigning apples at lower levels to be +1 points and apples at the highest level +3 points, we incentivize users to aim for higher apples first, increasing their ROM (range of motion).
By assigning apples at lower levels to be +1 points and apples at the highest level +3 points, we incentivize users to aim for higher apples first, increasing their ROM (range of motion).
By assigning apples at lower levels to be +1 points and apples at the highest level +3 points, we incentivize users to aim for higher apples first, increasing their ROM (range of motion).

Progress Report
Progress Report
We created the first mockup of what a patient's progress report would look like, focusing on incorporating visuals such as graphs and charts along with their game statistics.
We created the first mockup of what a patient's progress report would look like, focusing on incorporating visuals such as graphs and charts along with their game statistics.
We created the first mockup of what a patient's progress report would look like, focusing on incorporating visuals such as graphs and charts along with their game statistics.

Two New Phases
Two New Phases
We added the next two phases "apple sorting" and "apple cutting" in our second round of testing. We utilized a digital prototype for the second phases but kept the physical prototype for our first and third phase.
We added the next two phases "apple sorting" and "apple cutting" in our second round of testing. We utilized a digital prototype for the second phases but kept the physical prototype for our first and third phase.
We added the next two phases "apple sorting" and "apple cutting" in our second round of testing. We utilized a digital prototype for the second phases but kept the physical prototype for our first and third phase.




User Flow + Scripts
User Flow + Scripts
Based on a logical user flow for each phase, we created a pre-written script that standardized instructions and cleared up areas of confusion from the previous round of testing.
Based on a logical user flow for each phase, we created a pre-written script that standardized instructions and cleared up areas of confusion from the previous round of testing.
Based on a logical user flow for each phase, we created a pre-written script that standardized instructions and cleared up areas of confusion from the previous round of testing.



User Testing: Round 2
User Testing: Round 2
Engaging Prototype
Engaging Prototype
Engaging Prototype
Increased Motivation
Increased Motivation
Increased Motivation
14/15 users reported our prototype to be very engaging in both rounds of testing.
14/15 users reported our prototype to be very engaging in both rounds of testing.
14/15 users reported our prototype to be very engaging in both rounds of testing.
100% of our users in the second round were motivated to improve their score compared to just 70% in the first round.
100% of our users in the second round were motivated to improve their score compared to just 70% in the first round.
100% of our users in the second round were motivated to improve their score compared to just 70% in the first round.
Attention Diverted
Attention Diverted
Attention Diverted
Practice at Home
Practice at Home
Practice at Home
Overall, users scored our game a 4.1/5 on its ability to divert their attention from the difficulty of the task itself.
Overall, users scored our game a 4.1/5 on its ability to divert their attention from the difficulty of the task itself.
Overall, users scored our game a 4.1/5 on its ability to divert their attention from the difficulty of the task itself.
15/15 users believed practicing these movements at home would greatly supplement their therapy sessions.
15/15 users believed practicing these movements at home would greatly supplement their therapy sessions.
15/15 users believed practicing these movements at home would greatly supplement their therapy sessions.
Users found the progress report useful but wanted a simpler UI.
Users found the progress report useful but wanted a simpler UI.

Digital Prototyping
Digital Prototyping
Figma UI
Figma UI
Spline Visuals
Spline Visuals
Design: 3D Prototype
Design: 3D Prototype
To create the final product, the product in the physical trifold board form was translated into a game-like UI with 3D aspects.
To create the final product, the product in the physical trifold board form was translated into a game-like UI with 3D aspects.
To create the final product, the product in the physical trifold board form was translated into a game-like UI with 3D aspects.
Spline x Figma Collab
Spline x Figma Collab
In order to accurately transform our physical product into a digital one in the two weeks left before the product pitch, the prototyping team split into two divisions: the visual assets team (Spline) and the UI team (Figma). I chose to be on the visuals team because I was eager to learn more about 3D design and wanted to learn new software.
We needed a software with a smaller learning curve due to the time constraints of this project being only 5 weeks, leading our team to chose Spline over Unity due to its UI being very similar to that of Figma.
In order to accurately transform our physical product into a digital one in the two weeks left before the product pitch, the prototyping team split into two divisions: the visual assets team (Spline) and the UI team (Figma). I chose to be on the visuals team because I was eager to learn more about 3D design and wanted to learn new software.
We needed a software with a smaller learning curve due to the time constraints of this project being only 5 weeks, leading our team to chose Spline over Unity due to its UI being very similar to that of Figma.
In order to accurately transform our physical product into a digital one in the two weeks left before the product pitch, the prototyping team split into two divisions: the visual assets team (Spline) and the UI team (Figma). I chose to be on the visuals team because I was eager to learn more about 3D design and wanted to learn new software.
We needed a software with a smaller learning curve due to the time constraints of this project being only 5 weeks, leading our team to chose Spline over Unity due to its UI being very similar to that of Figma.
Indivdual
Indivdual
In Spline, I familiarized myself with the different features available by jumping right into creating a living room model. Through a tutorial and much trial and error, I finished this asset for our home screen UI. For user testing, I was tasked with making the apples and finding a way for our users to rotate them during the testing session. Afterwards, I created the cutting board and utensil assets for Phase 3 and the entire house asset for our "Welcome" screen.
In Spline, I familiarized myself with the different features available by jumping right into creating a living room model. Through a tutorial and much trial and error, I finished this asset for our home screen UI. For user testing, I was tasked with making the apples and finding a way for our users to rotate them during the testing session. Afterwards, I created the cutting board and utensil assets for Phase 3 and the entire house asset for our "Welcome" screen.
In Spline, I familiarized myself with the different features available by jumping right into creating a living room model. Through a tutorial and much trial and error, I finished this asset for our home screen UI. For user testing, I was tasked with making the apples and finding a way for our users to rotate them during the testing session. Afterwards, I created the cutting board and utensil assets for Phase 3 and the entire house asset for our "Welcome" screen.
Visual Asset Team
Visual Asset
Team
As a pair of co-designers, we split all necessary assets in half and would hand off designs to the other if help was needed. When he needed help on the tree's design, I jumped into Spline to help him add realistic details and adjust the perspective. After I created the living room asset, I passed it on to my co-designer to add decoration, color, and lighting. This ensured that every design was cohesive as both of us had influence over the assets' designs.
As a pair of co-designers, we split all necessary assets in half and would hand off designs to the other if help was needed. When he needed help on the tree's design, I jumped into Spline to help him add realistic details and adjust the perspective. After I created the living room asset, I passed it on to my co-designer to add decoration, color, and lighting. This ensured that every design was cohesive as both of us had influence over the assets' designs.
As a pair of co-designers, we split all necessary assets in half and would hand off designs to the other if help was needed. When he needed help on the tree's design, I jumped into Spline to help him add realistic details and adjust the perspective. After I created the living room asset, I passed it on to my co-designer to add decoration, color, and lighting. This ensured that every design was cohesive as both of us had influence over the assets' designs.
Prototyping
Team
Prototyping
Team
As a team of 4 designers, we held daily meetings to ensure our product was on track and each designer's work was aligned with the vision of the final product. We had open discussions on what our branding would look like, and our Welcome screen is a testament to our efforts to combine our collective ideas. Our Figma team created counterparts for our assets, including the instruction screens seen before every phase and the game menu UI. Through our consistent communication and collaborative work environment, we executed our final design in under two weeks.
As a team of 4 designers, we held daily meetings to ensure our product was on track and each designer's work was aligned with the vision of the final product. We had open discussions on what our branding would look like, and our Welcome screen is a testament to our efforts to combine our collective ideas. Our Figma team created counterparts for our assets, including the instruction screens seen before every phase and the game menu UI. Through our consistent communication and collaborative work environment, we executed our final design in under two weeks.
As a team of 4 designers, we held daily meetings to ensure our product was on track and each designer's work was aligned with the vision of the final product. We had open discussions on what our branding would look like, and our Welcome screen is a testament to our efforts to combine our collective ideas. Our Figma team created counterparts for our assets, including the instruction screens seen before every phase and the game menu UI. Through our consistent communication and collaborative work environment, we executed our final design in under two weeks.
The Final Product
The Final Product

Phase:
Phase:
Apple Picking
Apple Picking
Targets:
Targets:
Visual Scanning, Trunk Rotation, Arm Movement
Visual Scanning, Trunk Rotation, Arm Movement

Phase:
Phase:
Apple Sorting
Apple Sorting
Targets:
Targets:
Visual Scanning, Wrist Mobility, Accuracy
Visual Scanning, Wrist Mobility, Accuracy

Phase:
Phase:
Apple Cutting
Apple Cutting
Targets:
Targets:
Arm Movement, Accuracy
Arm Movement, Accuracy
Constraints
Constraints
Next Steps
Next Steps
Reflection
Reflection
Wrapping Up
Wrapping Up
Acknowledging the project constraints:
Acknowledging the project constraints:
Time Crunch
Our final design must be completed, visualized in 3D, and prototyped in 5 weeks before the class's Shark Tank pitch.
Cognitive Constraints
As a class of students with such different physical and cognitive abilities from our user base, we had to mimic the physical challenges faced by these patients as best we could, but there was no way to realistically mimic the cognitive challenges.
Tool Constraints
The original plugin provided by the class to turn our Figma designs into 3D designs required a payment plan to unlock the necessary features, so we had to pivot early on and learn a new software.
Time Crunch
Our final design must be completed, visualized in 3D, and prototyped in 5 weeks before the class's Shark Tank pitch.
Cognitive Constraints
As a class of students with such different physical and cognitive abilities from our user base, we had to mimic the physical challenges faced by these patients as best we could, but there was no way to realistically mimic the cognitive challenges.
Tool Constraints
The original plugin provided by the class to turn our Figma designs into 3D designs required a payment plan to unlock the necessary features, so we had to pivot early on and learn a new software.
The Next Steps

Here's what I learned!
Here's what I learned!
My biggest takeaway was the importance of gaining domain knowledge before attempting the product's design. I developed a deep appreciation for this phase of the design process as it showed me the diversity and complexity of our problem space. During our wireframing process, I often turned to the literature to validate our design choices. There were many times we had to reevaluate and eliminate features that we originally believed helpful, only to realize they added to the aesthetics of the project but did not provide additional user benefit. This ongoing process of researching, learning, and testing immersed me further into the user's perspective and the product's potential.
My biggest takeaway was my deepened appreciation for the research phase of the design process as it showed me the diversity and complexity of our problem space. During our wireframing process, I often turned to the literature to validate our design choices. There were many times we had to reevaluate and eliminate features that we originally believed helpful, only to realize they added to the aesthetics of the project but did not provide additional user benefit. This ongoing process of researching, learning, and testing immersed me further into the user's perspective and the product's potential.
My favorite memory was our group's lunch runs to the local cafe. The class was 4 hours long and we often liked to stay longer to keep working and discussing, so our reward was always a yummy chipotle chicken wrap paired with a hackysack competition. We were diverse in our interests and skills yet unexpectedly harmonious - a big thank you to my team for making my summer so enjoyable!
My favorite memory was our group's lunch runs to the local cafe. The class was 4 hours long and we often liked to stay longer to keep working and discussing, so our reward was always a yummy chipotle chicken wrap paired with a hackysack competition. We were diverse in our interests and skills yet unexpectedly harmonious - a big thank you to my team for making my summer so enjoyable!