Mindesign Labs X HeartShare
CogniMotion VR: Mapping movement, mapping mind
Collaborator: Rowynn Dumont
Duration: Ongoing
Role: Ideation, Prototyping, Programming, User-testing, Data Collection & Visualisation
Tools: Unity, Meta XR, Oculus 3s, Google Forms, Google Sheets. Figma
What is CogniMotion?
CogniMotion is a gamified VR tool that helps neurodivergent users build spatial motor skills through play. With hand tracking and responsive feedback, it transforms therapy into an intuitive, engaging experience.
Who is for?
Autistic Individuals, especially adults over the age of 18. we are currently testing and iterating this with HeartShare NYC which is a non-profit organization that helps neurodivergent individuals
The Challenge
In day-hab centers, autistic adults often face therapy spaces that are under-resourced; crowded, noisy, and lacking privacy. The result is constant overstimulation instead of support.
Where we Began
While teaching art classes, Rowynn noticed something telling: students weren’t limited by imagination, but by motor control. Even holding a paintbrush became a hurdle to expression.
What We Heard
Users grew frustrated with repetitive tasks and disengaged quickly. The tools weren’t broken, but they weren’t working either.
Why VR?
Virtual environments offer unique advantages: they’re immersive, repeatable, and easy to adapt. Studies show that this level of control makes VR especially suited for therapeutic learning, allowing users to practice motor tasks in low-risk, responsive spaces (Carpio-Alfsen et al., 2023). When tasks are gamified and tailored to individual needs, engagement increases significantly (Irshad et al., 2021).
Improve Focus
Gamify
Signal progress
Directional Awareness
Duck facing the arrow
Window for relative direction
Reduce Cognitive Load
Minimize distractions
Hand-tracking
The Design
We designed a With-in subjects experiment with two conditions; 'Gamified Condition' and 'Non-Gamified Condition'
Gamify
Visual and Audio feedback. 'Gamifying' therapy and make them not boring
Duck
We chose ducks because everyone knows them and likes them (maybe).
Hand-tracking
Reduce cognitive load. Makes it easier to interact with the objects. Also, we can record data
Window
For relative direction.
Gamified Condition
Duck snaps in the right direction
'Quack' Audio Feedback
Non-gamified Condition
The Duck doesn't snap
No Audio Feedback
User-testing
At our User-testing with Autistic Individuals at HeartShare we found out that the first 'Gamified Condition' had 37.5% success rate in comparison to the 'Non-Gamified Condition'. This was because of the order the Conditions were played in. This means that they got better at completing the task because of repeated trials
However, in the post-survey 100% agreed that they quite enjoyed the 'Quack' sound and the feedback made things easier.

Success Rate in Gamified Condition

Success Rate in Non-gamified Condition

Player Satisfaction in Gamified Condition
Next Steps
Gamified therapy showed measurable engagement gains and positive feedback from autistic participants. Future iterations will randomize conditions and expand hand-tracking data visualization.