Awarded 3rd place at the German UPA UX Challenge 2023

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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.

In Collaboration With

Logo of York UniversityThe logo of Queensland University of Technology

Project type

University Project (module Design of Human-Machine Interfaces)

Duration

4 months

Methods used

Desk research, Expert interviews, Storyboard

Applications used

Figma, InDesign, Illustator, After Effects, Premiere Pro

Team

2 UX Designers

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.
Map of architecture from Recoverly

Phase 2

The target audience

A persona showing a patient called Peter

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.
A persona showing a therapist called Theresa

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: