
Overview
Context
Research
Solution
Validation


Project
Team (Sue Hong, Yaezi Lee, Evan Zhang)
Duration
6 Weeks
Oct 2025 ~ Dec 2025
Tools
Figma, Adobe After Effects, Illustrator
Awards
My role
Product Designer
I led the problem framing, UI design and interactive prototyping.
Overview
Reeha improves upper limb patient outcomes by making recovery engaging and fun.
Home rehabilitation is an important step for patients with upper limb injury; but repetitive tasks, slow improvements, and limited provider guidance reduce their motivations and hinders recovery.






Designing for limited upper-limb mobility
Auditing touch targets under motor-accessibility constraints
Beyond the project, I returned independently to conduct a touch-target accessibility audit grounded in rehabilitation research. It was a self-initiated extension to test how the visual system holds under stricter motor-accessibility constraints. The color system passes WCAG on paper. The next question was whether the touch geometry holds for hands that can barely grip. So I returned to the prototype, alone, and audited it. Standard 44pt targets are calibrated for general populations. Reeha's users living with limited upper-limb mobility and fine motor control require larger targets. Therefore I set 60pt for primary exercise actions and 48pt for secondary navigation.
Legend
Color
Status
Size
Standard met
Application
🟢
Pass
≥60 px
Reeha recommended
Primary actions
🟡
Acceptable
48~59 px
Material Design 48dp
Secondary actions
🟠
Marginal
44~47 px
WCAG 2.1 AAA only
Avoid in production
🔴
Fail
<44 px
None
Violation
Trewin et al. (2018), "Accessibility Challenges for People with Disabilities Using Touchscreen Devices

Audit Summary
7 interactive elements audited
Color
Status
Number
Percentage
🟢
Pass
1
(14.29%)
🟡
Acceptable
0
(0%)
🟠
Marginal
0
(0%)
🔴
Fail
6
(85.71%)
Methodology
Standards referenced
Tools
Scope
WCAG 2.1 AAA (Success Criterion 2.5.5) Apple Human Interface Guidelines Material Design 3 [Domain-specific research citation]
Figma Annotate,
Stark Contrast Checker
3 screens · 7 interactive elements
Excluded: decorative elements, static content
Before & After
Accessibility Audit v1.0 · Personal extension · Self-initiated · May 202







Problem
Home rehabilitation often breaks down due to low motivation.
1. Continuing practice alone is hard. 2. Low motivation in repetitive and mundane exercise routine. 3. Uncertainty about performing exercises correctly.

10.1016/j.socscimed.2024.116630
Stake Holder Map
The system had to speak two languages; clinical and home.
Our team mapped stakeholders to define scope and target users. The map also helped us identify essential clinical perspectives from therapists to guide product decisions and ensure clinical relevance.

User & Expert Interview
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. "I do my exercises, but I don't know if I'm doing them right." — Patient #3, 4 months post-surgery "When my therapist isn't watching, my form drifts within a week." — Patient #6 "Compliance drops after week 3 unless we add visual milestones." — Occupational Therapist, 12 years in upper-limb rehab
Patient Interview








Expert Interview





Full interview protocols and synthesis in case deck.
Interview Insights
Users don’t just want to do exercises correctly. They want to feel accompanied, understood, and see their own progress over time.
Across both groups the same two clusters surfaced: design & tech gaps in the tools they had, and psychological barriers in the experience itself.
Persona
Six months in, alone at home.
Sarah is 31, a preschool teacher in Pittsburgh. She tore her rotator cuff indoor climbing last spring. The first month she had PT three times a week and could feel herself getting better. The five months since have had her at home, mostly alone.

Name
Sarah
Age
31
Location
US
Job
Preschool Teacher
Hobby
Indoor climbing
What she said
"I don't always know if I'm doing it right, and there's nobody to ask."
"I'll do it for a week, miss two days, and then I can't get back to it."
"The exercises aren't hard. Remembering why I'm doing them is hard."
What she actually needs
A reason to start each day, not just a reminder to.
Confirmation she's doing the movement right, in the moment, not in next week's appointment.
Visible signs she's getting better, because six months in, she can't feel the difference herself.
What she does not need
Another tracking dashboard.
A streak counter that makes her feel guilty for missing two days.
Solution

Your daily rehab companion

Mini-games
Prescribed exercises mapped to everyday motions so the motion the therapist needs is the motion the game requires.
Exercise reports
Each session ends in a recap that shows small wins. It contains degrees of motion regained, sessions completed.
Therapist's prescription
Clinicians remotely adjust exercises and difficulty based on the patient's data, keeping care continuous between visits.
Key Insight
Therapy disguised as a familiar task.
Each mini-game maps a prescribed exercise onto a daily-life action (baking, gardening, ball games). The motion the therapist needs the patient to perform is the same motion that progresses the game. Difficulty scales with the patient's data, so the baking game tightens or loosens with recovery without the patient noticing they've been leveled up.

Key Feature
Why a Baking Theme Mini-Game?
In interviews, patients kept naming what they wanted back, such as making coffee, gardening, baking with their kids. The repetition they wanted was the kind embedded in daily life. So we built the game around motions their body already used knew.


User flow
Five steps from open to recap.
The user flow includes: checking daily goals, choosing a game, watching the tutorial, training through mini-games, and reviewing the report.

























Demo session
What we learned showing Reeha live.
We exhibited a working prototype at the CMU Design Week. Watching first-time users move through setup, the tutorial, and a full mini-game session surfaced moments we'd missed in screen-only testing: camera placing confusion. Movement-based interfaces have a one-second window.

Paper · Coursework
Gamified Upper-Limb Recovery Through Sensor-Enhanced Exercises.
A pictorial-style writeup of the Reeha project, produced as coursework at CMU MDes (Fall 2025). The paper explores the research framing and system architecture in academic format. "How might we make home rehabilitation for upper limb recovery more engaging so patients stay motivated throughout recovery?" — from the research framing.
Special
Thanks to
Technical Advisor: Shemona Singh User interview: Terry Oh, Sophia Wu, Daniel Wu, Timothy Tang, Erik Benson, Eric Hsieh, Kristen Song, John Lee Expert interview: Anne Marie Sweeney OT, Jared Todorowski PT, Justin Berthold DO, Lindsay Lehman PT Professors: Andrew Twigg, Stacie Rohrbach














