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
Using Format