Access first
Every activity is playable with a single input: switch, space bar, or touch anywhere. No timing precision, no dexterity requirement.
Built for goals
Activities target cause and effect understanding, sustained attention, and turn taking, so a session has a defensible clinical rationale.
Runs anywhere
Browser-based, no install and no account. Functions on clinic laptop and the family tablet alike.
Clinical roots
Built during pediatric rehabilitation fieldwork at Shirley Ryan AbilityLab, as the high-tech tier of an access toolbox for children with high level cervical spinal cord injury. Play is the primary occupation of childhood; after cervical SCI, losing access to it is a major and largely unseen developmental effect, and one in three assistive devices is abandoned, self initiated play sustains the long skill build that access methods require.
View the presentation (PDF) ↗
Access methods
Designed for one and two switch setups reached by whatever movement is volitional, mouth stick, sip-and-puff, chin control, head pointer, voice, or eye gaze, including switches routed through the Xbox Adaptive Controller.
Role
Designed and built end to end: clinical framing, interaction design, and code.