What it does
This design addresses the simplicity and high learning barriers of home rehab tools by applying CTAR with rhythmic music and game interaction, improving user experience and making training easier to follow and sustain.
Your inspiration
During a workshop by Tsinghua Future Lab in my junior year, I became interested in dysphagia rehab. I noticed China’s home-based tools are simple and hard to follow. Inspired by CTAR and rhythmic auditory stimulation (RAS) used in gait rehab, I explored theory transfer to swallowing. I designed a CTAR-based training system combining RAS with music game interaction to reduce learning barriers, enhance fun, and improve adherence for elderly users.
How it works
The product consists of a training neck brace and an app-based rhythm game, connected via Bluetooth. When worn, the silicone pad with embedded sensors fits precisely under the chin, stimulating key swallowing muscles. One training session lasts a song’s length, combining two alternating tasks: constant-speed and constant-distance pressing. The game is built in Processing and interacts with the ESP32 development board via Arduino IDE. A two-layer raised silicone design places the pressure sensor between layers: a thin outer transparent layer ensures accurate sensor response. Users must press the silicone pad with sufficient force to trigger character jumps in the game. This interaction design transforms CTAR rehabilitation into an engaging, music-driven experience that enhances user feedback, lowers training barriers, and encourages long-term adherence.
Design process
The design began with the idea of integrating CTAR rehabilitation with music games to improve elderly engagement and adherence. I started with concept sketches, user journey mapping, and referencing clinical papers on CTAR and rhythmic auditory stimulation. I used ESP32 as the main controller with a pressure sensor embedded in a dual-layer silicone pad under the chin. Early prototypes used analogRead directly to collect pressure input without parameter tuning, as the feedback threshold was stable. The game was developed in Processing, and Bluetooth was initially used to link the neck brace and tablet. Based on instructor feedback, I upgraded to Wi-Fi signal transmission for more stable data interaction. I made multiple iterations of the silicone structure for comfort and accuracy. User testing revealed the need for simpler visual cues and slower tempos, which I adjusted in the game logic. This iterative process ensured that both usability and rehabilitation function were optimized.
How it is different
Unlike existing CTAR products that are often desk-bound and lack contextual design for home use, this solution introduces a wearable form that frees users from environmental constraints. It innovatively integrates CTAR with rhythmic auditory stimulation theory, combining music and gamified interaction to make swallowing training simpler, more engaging, and easier to sustain. The system records training data in real time for follow-up by doctors, supporting long-term rehabilitation. Its portable neck brace enables independent training, while existing tools often require tabletop fixation. By lowering the barrier to entry and enhancing user experience, this design bridges the gap in home-based dysphagia rehabilitation.
Future plans
In the future, I plan to further explore the relationship between music, games, and elderly training. I hope to design more related games and introduce AI models to adapt existing music into suitable training rhythms, making rehabilitation smarter and more personalized
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