PT-Pal

A cute robot with an antenna.

Overview

Project Dates

January 2025 - May 2025

Role

UX Researcher & Product Designer

Responsibilities

  • Conducted extensive Generative Research including literature reviews and user interviews
  • Developed research-driven future scenario
  • Prototyped solution (non-functional) and crafted one-pager to present concept at the New York Design Factory Gala

The Challenge

More than 50% of physical therapy patients don't adhere to their prescribed exercises at home. This leads to longer recovery times, incomplete recovery, and increased risk of future injuries.

​To address this issue, I worked as a UX Researcher & speculative Product Designer on a four-person team, in collaboration with the New York Design Factory. Our goal was to utilize futuristic technology advances to design a plausible solution for the year 2050.

We designed a physical therapy game and robot program that helps patients stay motivated and engaged at-home while offering hands-on support.

NYC Design Factory Gala

Sammy and her teammates, 4 women, presenting at the NYC Design Factory Gala. They are holding their robot prototype.

The Process

Secondary Research

First, we conducted a literature review to research the current trends and future needs of rehabilitation, and determine potential causes of non-adherence to at-home exercises. Studies on non-adherence showed causes ranging from misperceived progress, to lack of guidance, to boredom.

We also conducted a competitive analysis of emerging technology that could be used in rehabilitation care including holograms, wearables, and AI / smart tech that could be applied to physical therapy solutions.

Extensive research document on physical therapy.Extensive research map on emerging technologies.

Future Scenario

Next, we used ARUPs 2050 futures as inspiration and created a STEEPLE to define a holistic picture of the future we were designing for.​

We found that designing sustainable, portable solutions that patients could use at-home were critical in our future scenario.

Future scenario mapped, showing categories including environment and politics.

Primary Research

Then, we conducted semi-structured interviews with 5 orthopedic physical therapy patients, and 1 personal injury lawyer to discover patient feelings, needs, motivations, and pain points.​

We discovered a wide range of patient needs during physical therapy and rehabilitation, including hands-on guidance, emotional support, motivation, enjoyment, convenience, and progress tracking.

User quotes and findings from interviews, organized into pain points, motivations, needs, and feelings.

Define

Using these findings, we aligned on a problem statement and crafted personas, user stories, and a stakeholder map.

Throughout the design process, we utilized these documents to anchor our design decisions in the research, and put ourselves in the shoes of our users.

A problem document including a problem statement, future scenario, persona, and user story.A stakeholder map of customers/users and internal, external, and public stakeholders.

Ideate

With our problem defined, we started to think about how we might solve it.

As part of our ideation, we conducted a Behavior Analysis to identify anchors for change to achieve greater engagement in at-home Physical Therapy. With this, we identified key opportunities for intervention, including making home exercises a daily habit, setting realistic goals, and tracking progress.

We also used ideation through lenses with the interaction, architectural, cognitive, and ludic lenses. ​This helped us develop innovative ideas ranging from holographic guides, to robot companions, to wearables, to neural mapping.

An analysis of behavior barriers and intervention opportunities. A series of how might we questions framed by cognitive, ludic, interactive, and architectural lenses.

Prototype

Before we started prototyping, we needed to conduct more generative research on personal household robots and trends in emerging robotic technology to solidify our future scenario, and guide our robot design decisions.​

In tandem with a literature review, we conducted 15 informal guerrilla user interviews to understand consumers’ feelings about different robot designs.​ We uncovered a potential fear factor with large, humanoid robots, and discovered higher likability and comfort with small, “cute” robots.

Next, we created a service blueprint and morphological chart to plan the specifics of our solution, and got to work prototyping our robot and game design.

A map of the user journey and what services they interact with from beginning to end. A detailed chart breaking down main components of the prototype including robot visual design, user-robot interaction, and game design.Sammy and her teammate building the final prototype, a cute robot.

The Impact

We presented our solution, PT-Pal, at the New York Design Factory Gala, where it was met with high praise. PT-Pal helps patients stay motivated and engaged at-home by turning their exercises into a story-driven video game. The included robot program downloads into the standard home robot of the future for hands-on support during sessions.  

I loved thinking outside the box and designing for the future.

I learned how to use iterative research to work through a problem with a wide scope, and to keep moving forward through uncertainty.

Sammy and her teammates, 4 women, presenting at the NYC Design Factory Gala. They are holding their robot prototype.