Leiden University Medical Center 2025
A complete redesign of a VR therapy application that transformed an inaccessible, gesture-heavy interface into a one-hand navigable experience for patients aged 60+ recovering from thoracic surgery. By systematically addressing cognitive load, physical constraints, and digital literacy barriers, the redesign enabled independent use and made immersive recovery accessible for older lung cancer patients at home and in clinical care.
Role
UX Designer - Researcher
Duration
3 months
Company
Leiden University Medical Center
Timeline
2025

MVP
Validated in clinical settings
13+
Patients enabled for independent use
1-Hand
Navigation from hospital bed
The original LUVRE app required complex multi-finger hand gestures and featured a deeply nested menu structure that created significant cognitive load for patients aged 60 and above. Designed for standing users with full mobility, it completely ignored the physical context of post-surgery use—patients lying in hospital beds with limited arm movement, often restricted to one hand due to IV lines or surgical incisions. This mismatch between design and reality led to a frustrating experience that prevented independent use and limited the app's therapeutic potential.
The original app was too complex. Patients in their 60s and 70s struggled with the gestures. They couldn't use it alone, especially after surgery when they're already in pain and limited in movement. Most needed help just to start a session.
— Stakeholder, LUMC


I conducted contextual research in real clinical settings, observing how the app was used by patients in hospital beds. I interviewed key stakeholders including surgeons, clinical technologists, and nursing staff to understand patient needs, pain points, and digital literacy levels. These conversations revealed that most patients had never used VR before and struggled with the complex gesture system, especially in their post-surgery state.
I then evaluated the existing product through task analysis and interface audit, identifying friction points in navigation and task flow. The analysis revealed that accessing core features required multiple steps through nested menus, and the gesture system was incompatible with one-hand operation. These findings, combined with stakeholder insights, directly informed the redesign priorities: simplify navigation, enable one-hand use, and reduce cognitive load.
I redesigned the entire interaction model from first principles, reducing navigation complexity and replacing complex multi-finger gestures with simple point-and-select patterns familiar from smartphones. The new interface uses large touch targets, a flattened menu structure limited to two levels, and a 60% black overlay for UI legibility over 360° video. Every interaction was validated for one-hand use from a supine position, enabling patients to navigate independently from their hospital beds.
The redesign was built on three core constraints: one-hand operation (validated in hospital bed context), zero learning curve (familiar interaction patterns), and minimal cognitive load (maximum 2 navigation levels). These constraints forced simplicity and led to measurable improvements in usability and patient autonomy.

The redesigned interface prioritizes simplicity, accessibility, and therapeutic calm. Every visual element, interaction pattern, and feedback mechanism was designed to work seamlessly from a hospital bed context while maintaining the immersive benefits of VR therapy.



The redesign transformed an inaccessible VR experience into a tool that enabled independent use for older patients. By addressing cognitive load, one-hand physical constraints, and digital literacy barriers together, the app moved patients from dependency to autonomy. Patients could access therapy on demand, without waiting for caregiver assistance, which improved confidence and made non-pharmacological recovery support realistically usable.
While VR expands what's possible in care, it should never replace the human connection between patient and caregiver. The job is simple: support recovery and autonomy without adding friction. Technology should reduce anxiety, not become another thing patients have to fight.
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