Games for Cognitive Motion Rehabilitation

The Motion system improves the patient’s motor, cognitive and functional abilities. The system uses an off-the-shelf 3D camera to analyze the patient’s movements while practicing a variety of functional tasks and games, in order to verify accurate functional motions.

My job was to redesign an existing system in order to improve the patient’s experience and communication with their therapist. I followed the creation and implementation process closely alongside project managers and inspected the design quality of every version. Additionally, I played a large role in inventing new games and implementing them creatively, centering on the motor functions of the patient.  

   Project ID

The Idea

The purpose of the system is to help stroke patients rehabilitate from home by performing motor control exercises and training with their therapist, using basic equipment such as a computer and web camera, with no need for clinics.

The Challenge

The main challenges in creating the system included:

  • Building a suitable design language for the patients
  • Creating a navigation tool accommodating the impairments of patients
  • Designing illustrations and animations

The Research


In order for the therapist to keep track of the patient’s performance metrics, all games are controlled solely by the hands. It was therefore important to design an interface with suitable navigation and interaction tools. 

The following were taken into consideration:

  • The buttons must be large enough to allow users to read their content even with the cursor hovering above.
  • As users are patients with impaired motor functions, buttons were separated as much as possible to avoid navigation errors. Additionally, each button is characterized by a different color and icon.


Many stroke patients also suffer from impaired vision, so to accommodate their needs I designed the interface using strong contrasting colors. Additionally, all illustrations were designed simply in order to be easily recognizable and memorable.


To accomodate the needs of the patients, I designed a special navigation tool ensuring that once a patient hovers over a button, a 3 second visual timer is automatically activated before the action is taken. This method will help reduce user selection errors.

User flow


   User Interface Components


   UI Mocks – Patient Side


In the case of no internet or server connection, an “Empty State” screen will appear with a description of the problem and a service number.

In the case that a therapist fails to assign the patient games through the Back Office, the patient will see an “Empty State” screen alongside a description of the problem.

The patient must adhere to a 3 second timer when navigating within the system in order to prevent any mistakes caused by their impairments. In the case above, the patient is receiving a video call request from their therapist which they can decline or accept. If the patient fails to respond within 10 seconds, the request will disappear from the screen.

The illustrations on the covers of the games are simple and clear, all designed using three colors and distinct geometrical shapes.

Every two weeks, the patient will receive an interactive questionnaire about their pain level. The pain measurement scale includes six levels, each with its matching emoji and description.  

Games open after a 3 second timer in order to make clear that the patient is entering the game. The chosen game will appear darker under the timer and have a glowing effect.


The squat game includes a guiding animation to help the patient. A depth camera allows the system to detect whether the patient is exercising correctly and sends positive or negative feedback in response to their performance. 

Positive feedback will appear in light blue, while negative feedback in red.

The Xonix game is controlled by body movements alone. To emphasize the direction of the movement in the game,  the patient’s position is indicated by a light blue glow.

Game settings screen. 

To encourage patients to continue playing, I created positive feedback messages that pop up on screen.

The game simulates cycling using a spinning machine. The screen is designed to maximize the feeling of riding a bicycle. To the left of the screen is a speed indicator matching the speed of the video, in the center are three indicators measuring distance travelled, speed and calories burned. In the top right corner, I designed the patient’s cycling route. All parameters are calculated using a depth camera. 

I added animations of the upcoming movements at the bottom of the screen, so the patient can see the next action and prepare themselves.

   UI Mocks – Therapist Side


The therapist’s login screen.

After entering their details, a login button will appear. 


The treatments screen. To the left, I positioned a bar listing the patients available to connect with the therapist. Above, I created a counter showing the total number of patients and a search bar.

By clicking on the name of a patient, a video call request is automatically sent. The therapist has the option to cancel the request.

Once the request is accepted, the therapist will see a broadcast of the patient’s screen and thus be able to guide them live. At the top of the screen are three controls: hang up, settings and mute.

In the case that a therapist is communicating with two patients simultaneously, I installed a default system allowing voice inputs and outputs to be available only for the first patient. Once the therapist chooses to unmute one patient, all other patients are muted. Voice can only be activated on one patient at a time.

The therapist is treating 3 patients simultaneously.

A maximum of four patients can be treated simultaneously. In order to treat a new patient, the therapist must first end one of the calls.

The therapist may select a patient, moving their call into the center of the screen. Only the chosen patient can hear voice inputs and outputs, while the screens of the other patients are placed on the left bar and muted.

Once a call has been ended, the therapist may call again or cancel. 


In the “patients list” tab, the therapist has access to all the patients in the system. In the upper left corner, I placed a bar organizing all patients by their current status – with five status options. In the center of the screen I created a table recording the patient’s days of activity in the past week, as well as an indicator showing if the patient had contact with the therapist (TR) or performed the activities alone (V).

The system automatically begins filtering through content once typing in the search bar begins. Additionally, once the therapist hovers over a button or indicator, a tool-tip will appear with a description of that button.