Recoverly
The challenge
Recovering fine motor skills after a stroke requires consistent, long-term therapy, but many patients feel left alone once they return home. This group project set out to make at-home hand rehabilitation more accessible, motivating, and effective. While the patient-facing app supports daily exercises through guidance and progress tracking, the desktop app for therapists ensures better visibility into patient outcomes. Together, both sides of the system aim to close the gap between clinical care and everyday recovery to empower stroke survivors and enable more informed, continuous support from therapists.
Project type
University Project (module Design of Human-Machine Interfaces)
Methods used
Desk research, Expert interviews, Storyboard
Applications used
Figma, InDesign, Illustator, After Effects, Premiere Pro
My Roles
UX Designer, Researcher and Videographer
Phase 1
The Research
Research is key: What does happen when a person suffers a stroke? Which brain areals are damaged most often? And - the most important research task - what could make rehabilitation at home most valuable for the patient?
After doing research on answering those questions we started building up a structure of what features the rehabilitation app should include.
Phase 2
The target audience
Peter Patient
Peter is taking care of his family and has a heart for gardening. Due to the stroke, he isn't able to do that anymore and is actively searching for a solution to get back to normal life again.
Theresa Therapist
Theresa cares about helping her patients get back to everyday life. She recently discovered Recoverly and thinks it is a really helpful tool enabling her to keep an eye on the patient's development to provide good remote rehabilitation.
Phase 3
The brand
Our name should express that the patient is able to regain health through using our app which allows them to get back to normal life. Therefore we chose "Recoverly" to point out that aspect. This should also be displayed in our logo. So I created a logo including the first letter R and also a heart shape.

Phase 4
Creating Low Fidelity Prototypes

User Interface for the patient

User Interface for the therapist
Phase 5
Creating High Fidelity Prototypes

User Interface for the patient

User Interface for the therapist
Phase 6
Telling the story
How do we want our video to be? In order to reach the viewer in an emotional way we wanted to make sure that he/she gets familiar with the situation first and knows how urgently further treatment at home is needed. We chose to begin by providing different facts and after that showing a patient's journey through rehabilitation with the help of our app.

Phase 7
Showing the story
Enough explanations. Have a look at our video and discover yourself how our app makes rehabilitation for both patient and therapist more joyful and easier: