London Design Silver

2025

Pinch me

Entrant Company

YU MA

Category

Product Design - Healthcare

Client's Name

Country / Region

China

Using advanced dual-feedback technology, this unique product is the world’s first 'hand fine motor skills + VR game' training combo. It comes with a physical glove that is intended to direct and adjust the user's hand placement throughout training, hence promoting cognitive function. Even with their eyes closed, users can quickly locate the proper positions because to the glove's raised finger tips, which allow for exact location identification with an error margin of ≤0.3mm. This gives the user haptic feedback that is easy to understand.The accompanying VR game utilizes cleverly designed colors, space and sounds to guide the training process, effectively reducing the user’s cognitive load and creating a more comfortable, effective, and fully immersive experience. The glove’s simple appearance and streamlined shape make it easy to store. Made from recyclable materials and environmentally friendly silicone, it minimizes its impact on the environment. Furthermore, the accompanying VR system features an intuitive UI and a calming color palette that significantly reduces eye strain. This makes it easy for seniors to get started and enjoy the excitement and convenience of modern technology. The glove's 14 movable joints, which are carefully crafted using the principles of hand anatomy, enable effortless natural bending. It successfully lessens joint strain and avoids finger discomfort in older users. The glove helps seniors practice precise fine motor skills and provide immersive sensory guidance by combining interactive virtual reality activities with its exact touch design. This encourages the growth of cognitive capacities and aids in the prevention or treatment of several age-related illnesses. This strategy also improves communication with family members, which raises the elderly's self-esteem and general wellbeing. We intend to implement these systems in senior activity centers, nursing homes, community centers, and rehabilitation hospitals because elderly people may find it difficult to set up and operate VR equipment on their own. These places foster social interactions among senior citizens in addition to offering convenient exercise spaces. Gamified training techniques, such point systems and online multiplayer games, can boost engagement and enjoyment.

Credits

YU MA
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