Augmented Reality Physical Therapy

Spark is a simple and cost-effective platform in the field of telemedicine which helps physiotherapists engage with patients with musculoskeletal injuries, both in the office and at home. The user needs to install an intelligent, interactive wall-mounted projector which displays physical therapy exercises tailored for the patients. They can give real-time feedback to the therapists about the level of pain during the exercises, allowing the system to create more effective routines.

Problem Space

Injuries are inevitable. Each year, 50% of people over the age of 18 develop a musculoskeletal injury lasting over 3 months. However, only 30% of patients that utilize physical therapy attend visits that their insurance company authorizes. 

Athletes

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Physical Therapists

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Trainers

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"I don't really miss running. I miss the ability to run. I think of hurt hips and shin splints and things that hurt me. I dream about pain free running." 

Lotti Zeiler, Track & Field Athlete

Physical therapy is inaccessible, inaffective, and expensive. Sometimes insurance only covers half of it, and other times appointments are missed and exercises not completed. 

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How might we use space and time to motivate people to engage in a healthier lifestyle mentally and physically?

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Introducing Spark

Spark is a new, insightful, and innovative approach to physical therapy and rehabilitation. Using a combination of two intelligent projectors and a 3D infrared sensor, Spark overlays interactive physical therapy exercises tailored to the user's injury, progress, & preferences in the patient's preferred environment.

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Setup

• Place in your room

• Pair with the Spark mobile app

• Adjust light, color, and focus to match your environment

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A network of therapists

Instead of visiting the closest doctor near you and then being referred elsewhere injury specific, when you onboard, Spark recommendeds local therapists and allows you to book your appointments as well.

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Focusing on the mind

Injury not only hinders your physical movement, but can also trigger or unmask mental health issues such as depression, anxiety, disordered eating, and substance use or abuse. We introduced resonant breathing, and workouts focusd on your daily dose of happy chemicals as a new way to track progress and focus on overall wellbeing.

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Protoyping beyond the screen

This was the most fun, but also most challenging part of the project. Going from 2D to 3D, we worked with motion capture to record body movements, two projectors to project motion graphics on two surfaces and a combination of all to create a concept video. 

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Takeaways

Though we won many accolades, a lot of the recovery specific design details got lost in creating a more holistic solution because we had a lot to do in very little time. From designing screens, to creating motion graphics, to understanding the services offered and to which user segment, to building an overall visual language, it would have helped our team to create a better organisational structure and guidelines to produce a more cohesive product. 

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TEAM

James Simmons
Gonzalo Gelso
Hwanghah Jeong
Zhaolin Cai
Me

DURATION

10 weeks