Karya Upgrove Aplikasi Asésmén Anggota Awak Bagian Luhur ku Xinke Coco Wu nyaéta pamenang anu dihormat pisan tina 2026 A' Design Award Beusi anu bergengsi dina Katégori Kompetisi Sélulér.
BeusiSélulér· 2026
Upgrove Aplikasi Asésmén Anggota Awak Bagian Luhur
Klién: The Multiple Sclerosis Center of Georgia
Pamenang A' Design Award Beusi dina Katégori Sélulér
Pamenang Panghargaan anu Diverifikasi
Verifikasi Status Panghargaan pikeun #182818Désain
Ngeunaan Upgrove Aplikasi Asésmén Anggota Awak Bagian Luhur
Upgrove nyaéta aplikasi mobile pikeun asésmén réhabilitasi anggota awak bagian luhur di imah. Ieu aplikasi ngagunakeun téknologi motion capture dumasar kaméra dina telepon, tablet, jeung televisi standar anu boga kaméra hareup, ku kituna teu merlukeun sénsor anu dipaké dina awak. Tés gerak klinis anu geus dibakukeun ditarjamahkeun jadi mini-game bertéma kebon tatanén. Computer vision nganalisis gerakan pikeun ngira-ngira rentang gerak, katepatan, jeung kastabilan, sarta skor dihasilkeun sanggeus unggal kagiatan. Laporan kamajuan ngamungkinkeun pasién nuturkeun pamulihan jangka panjang jeung ngamungkinkeun para klinisi marios performa sacara jarak jauh.
Pangakuan
Ngeunaan A' Design Award Beusi
Upgrove Aplikasi Asésmén Anggota Awak Bagian Luhur mangrupa juara A' Design Award Beusi, pangakuan anu bergengsi anu dipasihkeun ka desain alus anu minuhan sarat profésional jeung industri anu diharepkeun tina kréasi anu dirarancang alus. Para juara Beusi nunjukkeun kaahlian anu hébat, spésialisasi anu luhur, pamahaman ahli jeung kamampuh kréatif para kréatorna. Upgrove Aplikasi Asésmén Anggota Awak Bagian Luhur diharepkeun jadi kréasi anu dihargaan, dikagumi jeung dipikanyaah anu praktis jeung inovatif. Desain juara A' Design Award Beusi ieu ngalebetkeun prakték pangalusna industri sarta ngabogaan ciri téknis anu mampuh pakait jeung pangweruh praktis jeung bakat. Upgrove Aplikasi Asésmén Anggota Awak Bagian Luhur dihormat pikeun katelitianana sarta dirarancang pikeun méré paningkatan kualitas hirup anu mantuan ngajadikeun dunya tempat nu leuwih hadé.
Di Balik Désain
Kit Pers
Krédit, anggota tim sareng detil téknis anu disayogikeun ku désainer.
- Sipat Unik
- UpGrove addresses a key gap in upper-limb rehabilitation, where accurate assessments are typically limited to clinical settings and recovery progress remains largely invisible between visits. The system translates standardized clinical motion tests into intuitive farm-themed activities that patients can perform at home. Camera-based motion capture analyzes mobility and coordination while gameplay scores objectively quantify performance. Continuous self-tracking, progress visualization, and rewarding feedback help patients stay motivated while enabling clinicians to monitor long-term recovery beyond the clinic.
- Diménsi & Bungkusan
- The system operates on standard cross-platform devices such as mobile phones, tablets, and TVs equipped with front-facing cameras. Computer vision models analyze skeletal movement patterns to estimate joint mobility and motion trajectories without requiring wearable sensors. The application provides real-time visual guidance, scoring mechanisms, and progress-tracking dashboards. Motion data are translated into measurable indicators such as range of motion, accuracy, and movement stability, enabling scalable and sensor-free rehabilitation assessment.
- Tag
- Digital Health, Upper-Limb Recovery, Sensor-Free Motion Capture, Computer Vision, Gamified Therapy, Gamified Assessment, Gesture Interaction, Motion Games
- Téknologi Produksi
- UpGrove is implemented as a mobile application using camera-based motion capture powered by computer vision algorithms. The system analyzes upper-limb movements in real time to estimate range of motion, stability, and control. Gesture recognition maps clinical motion patterns to interactive game mechanics, while data processing generates performance scores and actionable feedback. The design integrates motion tracking, gamification, and data visualization to support continuous rehabilitation assessment.
- Tantangan Desain
- The main challenge was translating clinically standardized upper-limb assessments into engaging digital interactions without compromising medical validity. Clinical tests are designed for accuracy rather than motivation, while game experiences prioritize engagement. The project required balancing these two perspectives by mapping therapeutic motions to intuitive gameplay mechanics. Another challenge was enabling reliable motion evaluation using device cameras without wearable sensors. Through close collaboration with clinicians and iterative prototyping, the design aligned clinical requirements with accessible interaction design.
- Panalungtikan
- Mixed-methods design research was conducted to explore how clinical upper-limb assessments could become engaging gamified experiences. The study combined literature review, interviews with clinicians, domain experts, and patients, concept testing, usability testing, and technical validation. Data were gathered through clinical protocol analysis and motion interaction experiments using mobile cameras. Participants included 10+ clinicians and physical therapists and 3 patients. User testing results indicated that UpGrove significantly improved patients’ visibility of recovery progress, motivation to perform self-assessments, and accessibility of upper-limb rehabilitation beyond clinical environments.
- Inspirasi
- UpGrove was inspired by the gap between clinic-based upper-limb assessments and patients’ everyday rehabilitation experiences at home. Many patients lack visibility into their long-term recovery progress and often feel discouraged during extended rehabilitation periods. In addition, traditional assessments typically require clinical visits, making frequent monitoring inconvenient for patients and clinicians alike. Research with clinicians, patients, and engineers inspired us to explore how clinical assessments could be translated into intuitive motion games and objective performance scores using device cameras. By transforming an often invisible and clinic-isolated recovery process into a visible and accessible experience, UpGrove aims to improve engagement, accessibility, and continuity in long-term rehabilitation.
- Durasi Proyék
- The project was initiated in 2023 as part of human-computer interaction research on digital rehabilitation. Concept development, interaction design, and prototype implementation were completed between 2024 and 2025. The project was developed through interdisciplinary collaboration among designers, engineers, clinicians, and patients to explore accessible at-home rehabilitation assessment. The design is currently being implemented by the Georgia Tech Contextual Computing Lab in collaboration with the Georgia Multiple Sclerosis Center.
- Alur Operasi
- Users launch UpGrove on a personal mobile device and create a personalized profile to receive tailored self-assessment tasks. On a regular schedule, patients perform guided upper-limb motion tests designed as farm-themed mini-games in their home environment. The front-facing camera captures body movements while the system analyzes gestures in real time. Visual cues guide users through therapeutic motions, and after each activity the system generates scores and progress feedback. Over time, the application builds longitudinal recovery reports that allow patients to understand their rehabilitation progress while also enabling clinicians to remotely review performance data and monitor patient recovery outside clinical visits.
- Anggota Tim
- Design Lead: Xinke (Coco) Wu
Visual Designer: Jhih Rou (Iris) Sun
Motion Designer: Yameng Li - Krédit Gambar
- Images and visual materials were created by Xinke Wu (Designer), Jhih Rou (Iris) Sun (Designer) with AI-assisted generation tools like ChatGPT and Gemini, UpGrove Project, 2025.
Disponsoran
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