2025 RESNA Student Design Challenge

2025 Student Design Challenge Finalists

Congratulations to our five Student Design Challenge Finalists!  Each team will be sending two members to RESNA 2025 @ RehabWeek, where they will pitch their projects to our esteemed judging panel of assistive technology professionals. Then, they will participate in our annual Developers' Showcase, where they will have the opportunity to present their projects to all RehabWeek attendees. While at the conference, they will attend continuing education sessions, meet and network with professionals, and experience rehabilitation and assistive technology in the huge Exhibit Hall. Congratulations to all of our Student Design Challenge finalists!

H.A.T. – A Camera-Based Finger Range-of-Motion Hand Assessment Tool to Enhance Therapy Practices

Team: Yuka Fan (University of Washington)*; Sasha Portnova (University of Washington); Emily Boeschoten (University of Washington); Adria Robert Gonzalez  (University of Washington)

Abstract: Hand function assessment, including joint range of motion (ROM) tracking, is crucial for hand therapy, aiding rehabilitation and insurance justification. Traditional manual goniometer measurements are time-intensive and inconsistent. To address this, we developed the Hand Assessment Tool (H.A.T.), a cost-effective, camera-based system using Ultraleap to automate ROM tracking. H.A.T. guides patients through structured tasks, capturing 15 joint ROMs in under 90 seconds with minimal setup. Real-time visualization enables immediate review of ROM data. Reliability testing with three individuals showed an average variability of 3.0 degrees per joint, confirming consistency of the hand-tracking tool. By integrating H.A.T. into clinical practice, we aim to streamline workflows, improve rehabilitation outcomes, and foster inclusivity within the occupational therapy profession by removing barriers to career entry for individuals with low finger dexterity.

KnitGrip: An assistive knitting device for knitting.KnitGrip: An assistive knitting device for knitting

Team: Mira Yeoh (Team Juvo at Archimedes at Virginia Tech)

Abstract: Arthritis has become one of the leading inflammatory diseases amongst American adults, significantly impacting the performance of everyday tasks by impairing fine motor movements. This makes it difficult for patients to pursue creative activities that require precise movement and grip strength, such as knitting. To manage impaired movement, knitters have the option of splinting to stabilize the fingers and reduce pain, with finger splints being customized by the patient. However, this is not a viable option for low-income knitters, who may turn to alternatives such as pain medication. Other than splinting, patients have the option of wearing compression gloves, which help ease the pain in the hand by applying pressure, however, its effectiveness can vary depending on the user and the glove itself. This project focuses on the development of a 3D-printed finger splint combined with a compression glove specifically for adult knitters with arthritis that maximizes comfort for the user.  

Project A.R.M.: Advancing Above-Elbow Prosthetics with Patient-Centric and Open-Source Designs

Team: Lauren Windover (Queen's Biomedical Innovation Team); Emese Elkind (Queen's Biomedical Innovation Team); Alina Gammage (Queen's Biomedical Innovation Team); Noah Learned (Queen's Biomedical Innovation Team); Max Wolkoff (Queen's Biomedical Innovation Team); Kyla Wisener (Queen's Biomedical Innovation Team); Cole McCauley (Queen's Biomedical Innovation Team)

Abstract: The Burmese healthcare system is critically strained, worsened by the 2021 coup, leaving thousands of refugees without medical care. Myanmar has the highest global rate of landmine casualties, with over 1,000 victims in 2023. Many require prosthetics, yet above-elbow options remain scarce and costly. Since 2019, the Burma Children Medical Fund (BCMF) in Mae Sot, Thailand, has provided low-cost, 3D-printed prosthetics, but only for below-elbow amputations. Project A.R.M. (Assistive Reach Mechanism), led by Queen’s Biomedical Innovation Team (QBiT), fills this gap with an open-source, patient-centric above-elbow prosthetic. It integrates a modified Kwawu Arm 2.0 forearm with a newly designed shoulder joint. A body-powered control system enables elbow movement and grasping via shoulder input. Fabricated from low-cost PLA using BCMF’s 3D printing capabilities, the prosthetic supports local production, easy maintenance, and patient adaptability.

Switch-Accessible Tablet Application: Empowering Inclusive Play and Learning

Team: James Tran (University of Washington); Mishti Dhawan (University of Washington); Arshita Misra (University of Washington); Helen Liu (University of Washington); Sneha Birru (University of Washington); Ella Cao (University of Washington)

Abstract: This project addresses the lack of accessible and engaging tools for children with disabilities, focusing on inclusive play to support motor and cognitive development. Many children miss out on play due to limited access to adaptive toys, and the current digital game market lacks affordable, switch-accessible options. In collaboration with educators and occupational therapists, we designed a switch-accessible tablet app featuring games that promote cause-and-effect learning, critical thinking, discovery, and creativity. The app offers sensory feedback and group play options, accommodating diverse learning preferences and abilities, which helps foster a sense of achievement and social interaction in both independent and collaborative play. The significance of this project lies in its potential to provide children with disabilities an affordable, scalable way to engage in meaningful play experiences, promoting inclusion and learning in a way that is impactful and accessible.

TREAT-MATE: A pet treat dispenser for power wheelchair users

Team: Sreejith Ravi (Georgia Institute of Technology)

Abstract: TREAT-MATE is a pet treat dispenser designed to attach to power wheelchairs, giving users with limited hand dexterity the ability to independently reward their pets. For many wheelchair users, simple tasks like gripping small treats can be difficult due to conditions such as spinal cord injuries, cerebral palsy, or muscular dystrophy. This can make bonding with their pets—whether service animals, emotional support animals, or companions—more challenging. Pets thrive on interaction and positive reinforcement, often through treats, but existing solutions, like automatic feeders, don't provide real-time engagement. While some assistive pet care devices exist, few focus specifically on treat dispensing in a way that seamlessly integrates with a wheelchair. This gap can make it harder for individuals with disabilities to train, reward, or simply enjoy spontaneous moments with their pets. TREAT-MATE bridges this gap by offering a reliable way for wheelchair users to dispense treats.

 

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