Subway Sensations
Transforming autism support through gamified immersivetherapy.
Project Summary
Subway Sensations is a gamified 3D simulationdesigned to support children with autism spectrum disorder (ASD) in navigatingthe sensory challenges of public transit. Delivered via VR and tablet, itoffers customizable exposure-based therapy, empowering children to managestress and build confidence in real-world settings.
Developed through the New Frontiers in Research Fundand in collaboration with Holland Bloorview, the platform integratesreal-time stress detection and AI-driven dynamic scaling to tailor therapeuticsupport. Clinicians can control variables remotely through the UnlimitedConnect dashboard, aligning treatment with individual needs.
Key Features
- AI-driven difficulty scaling based on stress data
- Tablet and VR compatibility for home or clinic use
- Real-time biometric feedback and exposure tracking
- Seamless clinician integration via Wellwave Connect
- Over 5,000 data points per session for precision therapy
Project Overview
Duration: February 2022 - December 2023
My Role
As Product Lead, I steered the project from concept throughtesting. I collaborated with clinicians, autism experts, and community membersto define features and therapeutic goals. I authored core productdocumentation—including the game design doc and roadmap—and worked withleadership on feasibility and strategic direction. I also coordinatedcross-functional teams, managed playtesting and bug tracking, and supported theREB process for ethical approval.
Deliverables
- Led monthly consultations with healthcare and ASD experts
- Authored the game design document (features, timeline, NPC scripting)
- Created the product plan and strategic roadmap
- Managed production meetings and team alignment
- Produced PRDs and feasibility reports
- Facilitated REB submissions and led playtesting sessions
Tools:
- Adobe XD
- Illustrator
- Miro
- Adobe Photoshop
- Unity Game Engine
Type of Experience: Gamified 3D CGI simulation
TargetDemographic: Children ages 7-15, on the autism spectrum
TargetDevice: VR - Pico Neo3 Pro Eye, Android Tablet - Samsung Tab 7
Distribution:Clinician enabled therapy sessions at home
Duration:Depending what on the learner selected, approximately 6-15minutes
Development Team:
PM:Brianna Lowe
Technical Lead: Ian Wood
Machine Learning Lead: Dr. Naimul Khan, Toronto Metropolitan
Animation and 3D Graphics: Bohdan Ruzycky
Interaction Designer: Julieana Moon
Business Goal
To create an immersive, clinically informedexperience that builds emotional regulation and confidence in children with ASDby simulating—and gradually desensitizing—public transit stressors
Strategic Objectives
Research & Discovery
Problem Definition
Key Design Decisions
Design Phases
Planning & Experience Mapping
- Defined therapeutic objectives in collaboration with autism researchers and clinicians
- Identified core stressors associated with public transit for children with ASD
- Aligned experience flow with CBT principles, sensory processing goals, and emotional regulation strategies
- Mapped gameplay loops to reflect gradual exposure techniques and adaptive difficulty levels
Wireframing & Interaction Design
- Created low-fidelity wireframes for both tablet and VR experiences
- Structured the game environment into modular stations (e.g., low-medium-high intensity)
- Designed interactive tools (e.g., virtual headphones, volume toggles) to support sensory regulation
- Developed annotated wireframes focused on clarity, accessibility, and therapist usability
Iteration & Stakeholder Feedback
- Ran design reviews with clinicians, child life specialists, and interaction designers
- Incorporated insights from accessibility focus groups and ASD community members
- Refined visual hierarchy, game pacing, and UI elements based on feedback loops
- Balanced gameplay realism with therapeutic guardrails to avoid overstimulation
Prototyping & Playtesting
- Built interactive prototypes for early testing with internal teams and clinical partners
- Conducted structured playtesting to observe engagement, emotional response, and tool usage
- Logged usability issues, accessibility flags, and performance data for iterative improvements
- Removed or phased out features (e.g., emotional check-in tools) that risked biasing data collection or causing distress
Development Challenges
- Balancing study integrity with customization flexibility
- Working within funding-phase constraints for scope and timeline
- Delays from healthcare group availability during early testing
- Aligning a multi-partner team across academic, clinical, and creative domains
Next Steps
- Conduct pivotal usability study with 25–35 children at Holland Bloorview
- Evaluate experience safety, emotional regulation impact, and system performance
- Post-validation: expand transit environments, enhance gameplay tools, and continue ML training based on session data