Jiaxin Lei
Adelante

Balance Stomper

A research-led rehabilitation project that narrowed a broad clinical challenge into a focused interaction direction for children with cerebral palsy.

In collaboration with Adelante Rehabilitation Centre

Child standing on balance boards facing a TV playing Balance Stomper

Duration

  • 4 months

Skills

  • User Research
  • Product Strategy

Role

  • UX Researcher
  • Interaction Designer

Team

  • 4 Designers

Overview

How might we make repetitive balance training engaging, measurable, and clinically meaningful?

Background

Developed with Adelante Rehabilitation Centre, this project explored how physical interaction could support mobility rehabilitation for children with cerebral palsy.

Challenge

Translate clinically meaningful balance training into a playful experience that encourages repetition without compromising therapeutic intent.

Constraints

We worked in a healthcare context with limited direct access to child users, wide variation in mobility abilities, and strong requirements around safety, supervision, and clinical relevance.

My role & task

Turning research into interaction strategy

Research

Led the research to define the target group, training focus, and interaction direction through therapist interviews, user testing, and research synthesis.

Interaction Strategy

Defined how therapeutic movements could translate into gameplay, feedback, and adaptive interaction.

Research

Background - Why mobility?

350 - 400

children are born with cerebral palsy in the Netherlands each year.

50%

of children receiving pediatric rehabilitation care in the Netherlands have cerebral palsy.

Lower-limb impairment is common

Motor impairments frequently affect the lower limbs, influencing standing and walking.

41%

of children with cerebral palsy experience limitations in crawling, walking, or running.

Mobility emerged as a meaningful starting point for intervention.

Who should we design for?

Children with cerebral palsy

  • Experience the training
  • Perform guided balance and mobility exercises
End user

Therapists

  • Define rehabilitation goals
  • Adjust training difficulty
  • Supervise movement quality
  • Evaluate progress
Operator & clinical decision-maker
Adelante

Adelante

  • Provides the rehabilitation setting
  • Connects us with domain expertise
  • Frames the project around real clinical practice
Clinical context

What did we learn from therapists?

Interview session with Adelante therapists reviewing a display

Early interview with Adelante therapists helped us understand the current rehabilitation process, its limitations, and the needs of both therapists and children.

Mobility is a key rehabilitation focus.

Training is repetitive and can feel boring over time.

Children's abilities vary widely, so difficulty needs to adapt.

“Children with cerebral palsy” was still too broad as target group.

Target User Scoping

GMFCS is a five-level classification system describing gross motor function in children with cerebral palsy. We used it to compare mobility profiles and narrow the target group for physical balance training.

Child in a powered wheelchair
GMFCS Level IV–V
Child walking with assistance
GMFCS Level III
Child walking independently
GMFCS Level I–II

Walking Dependency

Training opportunity

Physical feasibility

High

Variable

Low

Medium

High

High

Low

Medium

High

*Synthesized from literature and therapist input for this project scope.

Why I suggested Level III

Research showed a useful overlap at Level III: children still faced meaningful balance challenges, while retaining enough mobility to actively engage in weight-shifting and stepping exercises.

Based on this, I suggested Level III as our starting scope: balancing rehabilitation need, training potential, and interaction feasibility.

From functional potential to training focus

Understanding the functional potential of Level III

Motor development curves for GMFCS levels with callout on Level III walking ability and a child using a posterior walker

Literature indicated that walking performance depends on balance control and the ability to shift body weight during movement.

Therapists reinforced this by identifying weight shifting and controlled stepping as recurring training needs.

This led us to focus on dynamic balance through repeated stepping and weight shifting.

Design Strategy

Research led us to focus on dynamic balance for GMFCS Level III children. Our goal was to turn repeated stepping and weight shifting into an engaging, measurable, and clinically meaningful training experience.

01

Playable Movement

Turn stepping and weight shifting into the game controls, so the rehabilitation movement itself becomes the interaction.

02

Measurable Training

Use the hardware to capture movement during play, making performance visible and reviewable for therapists.

03

Engaging Repetition

Use immediate feedback, simple game mechanics, and rewards to make repeated practice feel more motivating.

Choosing the interaction hardware

Hardware options reviewed: Wii Balance Board selected with checkmark, alongside Kinect, VR headset, and other controllers

I benchmarked several hardware options and evaluated their capabilities against the training needs. Together with the client, we selected the Wii Balance Board as the best fit for the concept.

Translating training into gameplay

The design had to balance two needs: keeping movements clinically meaningful and repeatable, while using immediate feedback, playful tasks, and rewards to make practice feel less repetitive.

Collage of gameplay concept sketches, UI wireframes, ski-game screenshots, and interaction diagrams from team ideation

Ideated with team

Testing & iteration

Internal deployment setup with Wii Balance Boards and a laptop
Client meeting video call with Adelante therapists
Therapist testing session with Balance Boards at Adelante

Internal deployment: Ability varied more than expected

Client review: Playfulness needed clinical relevance

Testing at Atlante: Therapists needed interpretable progress

Introduced more adaptable difficulty and physical support.

Refined the game theme and reward direction for appropriateness.

Strengthened session feedback and measurable outputs.

Prototype Exploration

Balance Stomper

We translated the research direction into a playable prototype to explore how stepping, weight shifting, and simple feedback could work in practice.

Playful repetition

  • Translate balance exercises into two simple mini-games.
  • Use feedback and rewards to sustain engagement.

Movement & feedback

  • Turn stepping and weight shifting into game input.
  • Capture basic session performance during play.
Session data visualization from Balance Board training
Early session feedback: simple total and task-level scores

Research Outcome

What the research clarified

Clearer target group

GMFCS Level III became the working scope for the concept.

Specific training focus

Dynamic balance, stepping, and weight shifting became the core interaction focus.

A testable direction

Research was translated into a playable prototype for further evaluation with therapists and children.

Reflection

This project taught me that research is not only for validating solutions, but for defining what is worth designing in the first place. The prototype helped us explore that direction, but remained an early concept with limited child testing and basic feedback. I therefore chose to focus this case on the research decisions and design rationale behind the concept, rather than presenting the prototype as a finished solution.