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Bringing Light to Strabismus

// A UX + Product + App design system that empowers children with strabismus through early diagnosis, gamified VR rehabilitation training, and seamless doctor communication

2023
Solo Designer — Full process
User Research · UX Strategy · Mobile App · VR Product Design · Prototyping
UX Design · Product Design · App Design
Bringing Light to Strabismus — hero

Project Overview

Background

In China, 52% of adolescents and children suffer from vision problems. An additional 3–5% are believed to have strabismus — a misalignment of the eyes during development that, if untreated, leads to amblyopia, learning disabilities, and social challenges. Current solutions are either expensive, clinically inaccessible, or deeply unpleasant for children.

Outcome

A complete ecosystem: a mobile app for initial assessment and doctor communication, and a paired VR headset that transforms rehabilitation into an engaging experience children will actually want to do — combining eye-tracking technology with gamified training.

Overview — 01

The Problem with Strabismus Care

Strabismus is most effectively treated early, yet current solutions are either expensive, clinically inaccessible, or deeply unpleasant for children. I set out to design a complete ecosystem: a mobile app and a paired VR headset that transforms rehabilitation into an engaging experience.

52%
of Chinese children experience vision problems during development
3–5%
are estimated to have strabismus, often undetected until complications arise
Early
treatment is critical — delays significantly reduce recovery outcomes
Research — 02

How Strabismus Works & Why VR Helps

Strabismus occurs when both eyes fail to send coordinated signals to the brain, which then begins ignoring input from the misaligned eye. Treatment requires training the extraocular muscles — a process traditionally done with patching or cumbersome clinical devices.

VR technology combined with eye-tracking allows us to precisely assess strabismus status, guide coordinated eye movements, and present stereoscopic images at variable depths — making treatment both more effective and more engaging.

The Clinical Opportunity

Eye-tracking built into VR glasses can continuously determine the dominant strabismus type, monitor treatment progress, and adjust difficulty in real time — transforming passive monitoring into active, data-driven rehabilitation.

Why Children Resist Treatment

Traditional strabismus treatment — eye patches, repetitive exercises, clinical instruments — is perceived as boring or stigmatising by children. Gamified VR rehabilitation changes this by embedding therapeutic training into narrative game environments.

🔬 Eye-tracking 🥽 VR stereoscopy 📐 3D eye modelling 🎮 Game-based therapy 📱 Mobile companion 🩺 Doctor connection
Information Architecture — 03

System Structure

The app is structured around four core areas, designed so that a parent can intuitively navigate without medical background knowledge.

🏠

Home Page

Dashboard showing the child's current strabismus status, upcoming training sessions, and quick links to recent test results.

🔍

Strabismus Assessment

Self-testing, strabismus type explanation, mitigation advice, eye-tracking training, and step-by-step rehabilitation guidance — all accessible without a clinic visit.

🥽

Device Integration

Binding VR glasses, viewing synchronised training data, equipment status, and year-over-year health data to track long-term progress.

📅

Appointment & Forum

Book online video consultations with doctors, post in the community forum, private chat with specialists, and access support resources.

👤

Personal Profile

Individual medical plan, basic disease information, progress reports, and family login for parents to manage their child's care remotely.

🔔

Smart Reminders

Customisable training schedule notifications, medication reminders, and automated alerts when assessment results indicate deterioration.

UX Design — 04

Key App Screens & Interaction Flows

The app was designed with two primary users in mind: children aged 6–14 who will use it directly for training, and parents who manage appointments and review progress. The interface uses a warm yellow palette — approachable, playful, and distinct from cold clinical aesthetics.

Login & Registration

Separate onboarding flows for patients and family members. Simple, large-touch-target design for children and elderly parents alike.

Strabismus Self-Test

Step-by-step visual assessment using the device camera. Results are colour-coded and explained in plain language.

VR Training Sync

Real-time connection to the VR headset. Displays binocular coordination progress bars and syncs historical training data.

Doctor Video Call

One-tap connection to a specialist. The app shares the child's most recent assessment data automatically before the call.

Product Design — 05

VR Rehabilitation Device

The VR headset was designed specifically for children in strabismus treatment — lightweight, adjustable, and visually appealing enough that children want to wear it. The product integrates directly with the app, creating a seamless feedback loop between training and monitoring.

Eye-tracking Technology
Built-in tracking cameras monitor eye position 90 times per second, determining strabismus type and adjusting stereoscopic content intensity per-eye to target the weaker muscle group.
Binocular Training Modes
Two core modes: strong/weak eye coordination training (presents different imagery to each eye simultaneously) and peripheral fusion training (expands the overlap zone for binocular vision).
Competitor Analysis
Benchmarked against eye massage instruments, dispersion spheres, monoculars, and stereoscopes. Our solution uniquely combines price accessibility, child-friendliness, effectiveness, and easy handling in one device.
Industrial Design Process
Multiple sketch iterations explored strap configurations, weight distribution, and lens housing. Final design uses adjustable head straps and a forward-balanced weight distribution to minimise neck fatigue during 20-minute sessions.
Reflection

Lessons from the Project

Designing for Children Requires Rethinking Everything

Adult UX heuristics don't translate directly to children's interfaces. Motivation, attention span, and the role of caregivers as intermediaries all change the design calculus significantly.

The gamification approach came not from aesthetics but from research: children who found strabismus treatment "boring" were significantly less compliant. Embedding therapy in play was a clinical decision as much as a design one.

The Ecosystem Advantage

Designing the app and VR device in parallel meant that constraints in one shaped the other productively. The eye-tracking data available from the headset informed which visualisations were even possible in the app — and the app's information architecture highlighted which training data was actually useful to surface. This tight integration is what differentiates the system from competitors who offer either a device or a digital tool, but not both.

52%

Of Chinese children affected by vision problems during development

2

Integrated products — mobile app + VR rehabilitation headset

6

Core app modules covering the full care journey