

Reeha
A gamified digital platform for upper-limb rehabilitation that combines sensor enhanced exercises with guided feedback to improve patient outcomes by making recovery engaging and enjoyable.
Project
Team (Sue Hong, Yaezi Lee, Evan Zhang)
Duration
6 Weeks
Oct 2025 ~ Dec 2025
My Role
Research, Product Design, UI Design, Prototyping, Motion graphic
Tools
Figma, Adobe After Effects, Illustrator
2026 MUSE
Gold Award
2026
MUSE
Gold Award
2026
MUSE
Gold Award
Overview
Our project improves upper limb patient outcomes by making recovery engaging and fun.
We defined scope and target users, focusing on adults aged 25 to 60 recovering from upper-limb injuries at home or had past experience.

Today’s Plan
Users can view their prescribed exercises, preview upcoming movements, and start a session directly from the home screen. Daily goals keep users focused on what to complete today, helping them stay consistent and confident in their recovery plan.
Today’s Plan
Users can view their prescribed exercises, preview upcoming movements, and start a session directly from the home screen. Daily goals keep users focused on what to complete today, helping them stay consistent and confident in their recovery plan.
Today’s Plan
Users can view their prescribed exercises, preview upcoming movements, and start a session directly from the home screen. Daily goals keep users focused on what to complete today, helping them stay consistent and confident in their recovery plan.

Setup
Users choose whether to exercise with or without a game, complete a guided camera setup, and move through the flow hands-free using voice commands.
Setup
Users choose whether to exercise with or without a game, complete a guided camera setup, and move through the flow hands-free using voice commands.
Setup
Users choose whether to exercise with or without a game, complete a guided camera setup, and move through the flow hands-free using voice commands.
Tutorials
Short tutorials introduce prescribed movements so users can begin each session feeling prepared and supported.
Tutorials
Short tutorials introduce prescribed movements so users can begin each session feeling prepared and supported.
Tutorials
Short tutorials introduce prescribed movements so users can begin each session feeling prepared and supported.


Themed Mini Game Exercises
Users complete prescribed exercises through interactive mini-games with real-time visual guidance and mirrored movement feedback. Encouraging performance cues and post-session summaries help users understand progress.
Themed Mini Game Exercises
Users complete prescribed exercises through interactive mini-games with real-time visual guidance and mirrored movement feedback. Encouraging performance cues and post-session summaries help users understand progress.
Themed Mini Game Exercises
Users complete prescribed exercises through interactive mini-games with real-time visual guidance and mirrored movement feedback. Encouraging performance cues and post-session summaries help users understand progress.


Clinic for Care Overview
Users can track rehabilitation progress over time, review upcoming appointments, and see their current recovery stage. Messages and curated articles from providers help users feel informed, supported, and engaged throughout their rehab journey.
Clinic for Care Overview
Users can track rehabilitation progress over time, review upcoming appointments, and see their current recovery stage. Messages and curated articles from providers help users feel informed, supported, and engaged throughout their rehab journey.
Clinic for Care Overview
Users can track rehabilitation progress over time, review upcoming appointments, and see their current recovery stage. Messages and curated articles from providers help users feel informed, supported, and engaged throughout their rehab journey.










Category
Adults aged 25 to 60 recovering from upper-limb injuries at home
Problem
Home practice often breaks down due to low motivation.
Problem
Home practice often breaks down due to low motivation.
Problem
Home practice often breaks down due to low motivation.
Difficulty to continue home practice independently.
Low motivation in repetitive and mundane exercise routine.
Uncertainty about performing exercises correctly.
How might we provide clear guidance, meaningful feedback, and continuous support to help motivate patients’ confidence and engagement in home rehabilitation?
The Approach
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
The Approach
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
The Approach
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
Stake Holder Map

Target users
Adults aged 25 to 60 recovering from upper-limb injuries at home
We defined scope and target users, focusing on adults aged 25 to 60 recovering from upper-limb injuries at home or had past experience.
Target users
Adults aged 25 to 60 recovering from upper-limb injuries at home
We defined scope and target users, focusing on adults aged 25 to 60 recovering from upper-limb injuries at home or had past experience.
Target users
Adults aged 25 to 60 recovering from upper-limb injuries at home
We defined scope and target users, focusing on adults aged 25 to 60 recovering from upper-limb injuries at home or had past experience.
User / Expert Interview
Patients want to feel supported, understood, and able to see their progress over time.
Through 8 user interviews and 4 expert interviews, we identified monotony, confusion, and disconnection from clinical guidance as key barriers to sustained home rehabilitation. Patients don’t just want to perform exercises correctly but to feel supported.
User / Expert Interview
Patients want to feel supported, understood, and able to see their progress over time.
Through 8 user interviews and 4 expert interviews, we identified monotony, confusion, and disconnection from clinical guidance as key barriers to sustained home rehabilitation. Patients don’t just want to perform exercises correctly but to feel supported.
User / Expert Interview
Patients want to feel supported, understood, and able to see their progress over time.
Through 8 user interviews and 4 expert interviews, we identified monotony, confusion, and disconnection from clinical guidance as key barriers to sustained home rehabilitation. Patients don’t just want to perform exercises correctly but to feel supported.
Patient Interview








Expert Interview





Interview Insights
Visible progress and Timely feedback lowers emotional Barriers.
We found high correlation between user and expert interviews around core challenges (Design & Tech Gaps, Psychological Barriers) that impact patient emotional journey.
Interview Insights
Visible progress and Timely feedback lowers emotional Barriers.
We found high correlation between user and expert interviews around core challenges (Design & Tech Gaps, Psychological Barriers) that impact patient emotional journey.
Interview Insights
Visible progress and Timely feedback lowers emotional Barriers.
We found high correlation between user and expert interviews around core challenges (Design & Tech Gaps, Psychological Barriers) that impact patient emotional journey.
Persona
Identifying the persona

Name
Sarah
Age
31
Location
US
Job
Preschool Teacher
Hobby
Indoor climbing
Experience
Sarah injured her shoulder while indoor climbing, a hobby she pursued after work. She has been undergoing a rehabilitation program for over six months.
Goals
She is motivated by achieving full recovery and regaining physical strength.
Pain points
Feels uncertain about whether her shoulder exercise movements are correct or not at home.
Finds exercises repetitive without clear purpose.
Motivation drops when recovery slows.
Needs
Clear step-by-step instructions and performance feedback.
Technology-driven exercise tracking tools with advanced features.
Solution
Gamified upper limb recovery
Reinforces correct movement execution through gameplay loops that reward accuracy and sustain motivation over time.
Real time form coaching
Delivers instant visual and audio cues to correct posture and movement for safer, more effective recovery.
Continuous therapist guided care
Enables clinicians to remotely monitor performance and adapt personalized exercise prescriptions at home.

Your daily rehab companion

System Map
How does Reeha work?

Digital Section
Their movement data controls mini-games that give instant feedback. After each game, progress is sent to the doctor, who chooses the next games.Physical Section
The patient follows exercise guides on the screen while the TrueDepth camera tracks their movements.
User flow
Exercise That Doesn’t Feel like Exercise.
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
User flow
Exercise That Doesn’t Feel like Exercise.
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
User flow
Exercise That Doesn’t Feel like Exercise.
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.

User journey map
Exercise That Doesn’t Feel like Exercise.
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
User journey map
Exercise That Doesn’t Feel like Exercise.
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
User journey map
Exercise That Doesn’t Feel like Exercise.
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.

Motivation Drivers
Why a Baking Theme Mini-Game?
In our interviews, rehabilitation users expressed a stronger desire to return to everyday activities rather than perform isolated clinical exercises. This created an opportunity to design rehabilitation experiences rooted in familiar daily activities, using themed mini-games (e.g., baking, playing sports, gardening, etc) to translate therapeutic movements into real-world goals.
Motivation Drivers
Why a Baking Theme Mini-Game?
In our interviews, rehabilitation users expressed a stronger desire to return to everyday activities rather than perform isolated clinical exercises. This created an opportunity to design rehabilitation experiences rooted in familiar daily activities, using themed mini-games (e.g., baking, playing sports, gardening, etc) to translate therapeutic movements into real-world goals.
Motivation Drivers
Why a Baking Theme Mini-Game?
In our interviews, rehabilitation users expressed a stronger desire to return to everyday activities rather than perform isolated clinical exercises. This created an opportunity to design rehabilitation experiences rooted in familiar daily activities, using themed mini-games (e.g., baking, playing sports, gardening, etc) to translate therapeutic movements into real-world goals.


Low Fidelity Prototypes
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
Low Fidelity Prototypes
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
Low Fidelity Prototypes
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.



Low Fidelity Prototypes
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
Low Fidelity Prototypes
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
Low Fidelity Prototypes
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.


Visual Tone
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
Visual Tone
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.
Visual Tone
Who is our primary and secondary target users?
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from occupational therapists, physical therapists, and physicians to guide product decisions and ensure clinical relevance.









Key Feature
Mini Game
In our interviews, rehabilitation users expressed a stronger desire to return to everyday activities rather than perform isolated clinical exercises. This created an opportunity to design rehabilitation experiences rooted in familiar daily activities, using themed mini-games (e.g., baking, playing sports, gardening, etc) to translate therapeutic movements into real-world goals.
Key Feature
Mini Game
In our interviews, rehabilitation users expressed a stronger desire to return to everyday activities rather than perform isolated clinical exercises. This created an opportunity to design rehabilitation experiences rooted in familiar daily activities, using themed mini-games (e.g., baking, playing sports, gardening, etc) to translate therapeutic movements into real-world goals.
Key Feature
Mini Game
In our interviews, rehabilitation users expressed a stronger desire to return to everyday activities rather than perform isolated clinical exercises. This created an opportunity to design rehabilitation experiences rooted in familiar daily activities, using themed mini-games (e.g., baking, playing sports, gardening, etc) to translate therapeutic movements into real-world goals.


Prototyping
How does the interactive game work?
This diagram shows how mini-games translate physical movements into game actions. When the patient pulls their arm down within a safe range, the system detects the motion and pipes frosting onto the cupcake. Lifting the arm smoothly moves the next cupcake forward. If the movement goes outside the safe range, the piping fails, clearly showing the mistake. This direct link between movement and animation makes therapy feel more engaging and easier to understand than numbers or charts.
Prototyping
How does the interactive game work?
This diagram shows how mini-games translate physical movements into game actions. When the patient pulls their arm down within a safe range, the system detects the motion and pipes frosting onto the cupcake. Lifting the arm smoothly moves the next cupcake forward. If the movement goes outside the safe range, the piping fails, clearly showing the mistake. This direct link between movement and animation makes therapy feel more engaging and easier to understand than numbers or charts.
Prototyping
How does the interactive game work?
This diagram shows how mini-games translate physical movements into game actions. When the patient pulls their arm down within a safe range, the system detects the motion and pipes frosting onto the cupcake. Lifting the arm smoothly moves the next cupcake forward. If the movement goes outside the safe range, the piping fails, clearly showing the mistake. This direct link between movement and animation makes therapy feel more engaging and easier to understand than numbers or charts.

Test and Feedback
Interactive Exhibition
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
Test and Feedback
Interactive Exhibition
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
Test and Feedback
Interactive Exhibition
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.

Test and Feedback
Interactive Exhibition
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
Test and Feedback
Interactive Exhibition
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.
Test and Feedback
Interactive Exhibition
The user journey includes: checking daily goals, choosing a game, watching the tutorial, training with mini-games, and reviewing the report.









