simonbertrand

Year

2023

Type

Mobile application

Role

Prototyper

Context

Konectom is a mobile application designed to remotely assess neurological functions, enabling more precise and frequent measurements of disease progression. Using smartphone sensors, the app evaluates domains such as cognition, fine motor control, mobility, quality of life, and more—both in-clinic and remotely.

Mission

My primary responsibilities on this project were:

  • Creating high-fidelity and realistic prototypes for each activity within Konectom to conduct user tests and gather meaningful feedback.
  • Collaborating closely with the UX/UI designer (Élodie Py & Lauren Dang) responsible for the app to refine the user experience and ensure alignment.
  • Capturing data from the activities and sending it to Firebase to enable initial analysis by the scientific team.

App presentation

Konectom offers a variety of activities designed to assess different neurological functions. Each test provides valuable insights into specific aspects of the user’s neurological health.

All prototypes were created using Origami to ensure high fidelity and realistic interactions during testing. For some activities, a JavaScript version was also developed to facilitate remote user testing and easy sharing with stakeholders.

Below is an overview of some of the key activities:

Extract from the Symbols & Number prototype
Symbols & Numbers

Assesses information processing speed. Users match symbols and numbers as quickly as possible based on provided instructions.

Feel free to explore the web version of this prototype, optimized for smartphones, to try out this activity.

Extract from the Pinch balloons prototype
Pinch Balloons

Tests fine motor skills and grip strength. Users pinch as many balloons as possible within 30 seconds.

Extract from the Draw a Shape prototype
Draw a Shape

Measures dexterity and precision. Users trace specific shapes on the screen as quickly and accurately as possible.

Extract from the Light Stroll prototype
Light Stroll

Assesses walking endurance and speed. Users walk outdoors with their smartphone for 6 minutes, aiming to cover the maximum distance.

Extract from the Survey prototype
Surveys

Collects self-reported health data. Users complete surveys and questionnaires to provide insights into their perception of their health.

Extract from the Copying Words prototype
Copying Words

Tests typing speed and accuracy. Users type a series of words displayed on the screen within 60 seconds.

This test was developed directly in JavaScript instead of Origami. Feel free to try the interactive prototype if you’d like to experience it yourself!

Extract from the Vocalize prototype
Vocalize

Evaluates oral motor speech ability. Users are asked to hold a note and repeat a polysyllabic word as many times as possible.

Extract from the Tap Tap prototype
Tap Tap

Tests finger tapping speed and accuracy. Users tap alternately with two fingers on the smartphone screen as many times as possible.

AR & VR Experimentations

As part of the Konectom project, experimentations in Augmented Reality (AR) and Virtual Reality (VR) were conducted to explore new ways of interacting and testing innovative concepts.

Pinch Ballons in Oculus Quest 2

A first prototype was developed to leverage the hand-tracking capabilities of the Oculus Quest 2. The goal was to recreate Pinch Balloons activity in order to test the hand-tracking and controller-free interaction features.

Prototype of the Pinch Balloons in VR
AR Prototype for SMA

This prototype explored an innovative AR solution to monitor the progression of SMA (Spinal Muscular Atrophy), a rare genetic condition that causes progressive muscle weakness. The goal was to facilitate the tracking of the disease's evolution over time.

Participants moved objects between shelves in an AR environment, enabling the system to capture data provided by the smartphone.

Extract from the SMA AR prototype
VR Prototype for Vision-Impaired Navigation

As part of the Konectom initiative, this VR prototype was developed to explore solutions for vision-related challenges. Built using Google Cardboard as a proof of concept, it allowed users to navigate through paths specifically designed to address vision-related issues.

VR Prototype for Vision-Impaired Navigation