In 48 hours
Physiotherapy in VR
According to the American Bureau of Labor and Statistics and the National Institute for Occupational Safety and Health (NIOSH), Carpal tunnel syndrome (CTS) represents a significant cost in preventable injuries in the US alone, with annual spending of surgery upwards of $7.4 billion for surgery and preventative measures. It also accounts for almost 33% of all repetitive motion injuries in the workplace.
Preventative measures involve stretching and regular exercise, however, these measures are often unengaging and the exercises recommended are often ambiguous and misleading in what types of stretching needs to be performed
$7.4 Billion spent annually
Challenges and Goals
Due to the time constraints, we decided to build a small vertical slice of scalable software that would address a real-world problem.
We did some research and determined Carpal Tunnel Syndrome would be a great problem to tackle with the technology we had at our disposal.
Which combines the use of Leap Motion with Virtual Reality.
With the use of Leap motion, there was still a limitation to what exercises could be performed since the range of detection is limited.
Additionally, we needed to look at what motions range are available that could be adopted to a feasible exercise/stretch in VR.
Combining hand motion tracking software and virtual reality, make a vertical slice of a gamified physiotherapy experience that could be used as a preventative stretch in the treatment of CTS (Carpal Tunnel Syndrome)
Make an engaging product through the use of Virtual Reality (VR) and hand motion tracking software (LeapMotion). With respect to the constraints set forth by the hardware.
Design and build an exercise trainer that lets people learn how to perform stretches for the prevention of Carpal Tunnel Syndrome based on sanctioned preventative methods.
Build the product to be fun and engaging.
Our main design pillars were used to gauge each design decision we made throughout the course of the hackathon, we attempted to adhere to these design pillars as best as we could in order to create the experience.
Design a Gamified Stretching Experience
Unlike the normal process of designing games, this design process required us to look into current practices and physical exercises of how the prevention of CTS (Carpal Tunnel Syndrome) was being done.
We looked at what are the most common stretches and motions performed in these exercises and then we used these as design constraints to determine how we will put together our version of an activity.
Designing under certain constraints meant we had to brainstorm and perform many of these stretches ourselves.
Since gamification is applied to a physical exercise.
This means that the core is exercise is central to the design of the gamified experience.
Then determine an activity in real life that utilizes physical actions.
Finally, attempt to create a gamified approach to the activity.
Look at existing stretches exercises that are used to treat CTS.
Determine an activity in real life that is similar to the exercise
Gamify the stretch experience to make it approachable