Fast Company “World Changing Ideas” Finalist
MemoryCareExperienceStation

A multi-sensory pilot program enabling immersive engagement for residents with sensory deprivation.

RoleInteraction Designer (Physical Prototyping & UI)
Timeline18 Months (Pilot Program)
TeamMaria Mortati, Scott Minneman, SFCJL Staff
The Memory Care Experience Station

Residents with mid-to-late stage dementia often face sensory deprivation and profound isolation. The San Francisco Campus for Jewish Living (SFCJL) sought to create an “Experience Station” to provide meaningful stimulation. While stakeholders initially explored Virtual Reality, our research indicated that headsets could cause confusion or fear in this demographic. We followed a “Tangible Immersion” strategy — creating a station that served as a window to the world, grounded in multisensory stimulation.

01

Prototyping Connection

Bridging the digital-physical gap with “hacked” hardware.

The Insight

Existing content was static and passive. We hypothesized that adding a tactile dimension – giving residents something to hold – would increase emotional grounding and immersion.

The Prototype: The Cat Petting Experience

I “hacked” three plush cats, embedding them with pressure sensors and haptic vibration motors wired to an Arduino. Petting the toy triggered a “purr” vibration and played a synchronized video of that cat on the screen.

The cat petting experience — a plush cat embedded with pressure sensors and haptic motors
Cat hero — plush cat prototype
Plush cat with embedded sensors
Arduino wiring for haptic cat prototype
Pressure sensors inside plush cat
Home workspace with stereo receiver boxes and haptic prototype parts during assembly
TVSpeakerCat (pet me!)Haptic LHaptic R

Hover over the cat to activate the experience

The Validation

Early testing revealed a strong emotional response; residents instinctively tried to pick up and hold the animals. This validated the need for “Tangible Companionship” and informed future iterations to be wireless and robust for daily facility use.

02

Adapting Haptics for Accessibility

Decoupling technology from furniture to ensure universal access.

The Constraint

Haptic feedback is critical for sensory stimulation. However, the existing prototype was a platform placed under a chair, which was inaccessible to the majority of our residents who use wheelchairs.

The Solution: The Haptic Footrest

I iterated on the hardware at home, aiming to further mobilize the haptics. I used an existing foot rest since it could adapt to different people and be moved with ease, and attached a strong haptic emitter to the back of it, enabling the experience of haptics without compromising on accessibility and quality.

Original haptics platform under chair
Haptic footrest prototype
Video
Audio
Haptics
Footrest
The Application: Restoring Agency

We paired this hardware with a Driving Simulator. I thought it would be great to give the residents a sense of control, by having them play a realistic driving game paired with a Logitech steering wheel with force feedback.

Haptic footrest setup with driving simulator
Custom plywood driving simulator desk on casters with Logitech wheel, monitor, and under-desk electronics enclosure
The Pivot

Initial tests with a video game (Assetto Corsa) failed because it was fundamentally a commercial title, not something purpose-built for our audience. It had no guardrails, which led to confusion, and it was cumbersome to set up.

The Fix

I pivoted to “Simulated Agency.” We synced high-quality POV driving footage with the Logitech force-feedback wheel and my haptic footrest.

The Result

Residents got the tactile satisfaction of steering and “feeling” the road rumble through their feet, without the risk of failure.

03

The Caregiver Interface

Transforming medical metadata into a session tool.

The station is controlled by facility staff who are often stretched thin. If the digital interface was difficult to configure, the physical station would sit unused. Feedback indicated the original system felt like a static medical database, lacking the flexibility needed for improvised care sessions.

Caregiver dashboard: morning greeting, resident selection, session scheduling, incomplete observation forms, and layered experience guidance with engagement tips
Reducing Cognitive Load
Dashboard UI after cognitive load work: engagement tips and simplified session controls surfaced first

I removed extraneous widgets and filtered the Information Architecture to prioritize “Engagement Tips” and simple session controls.

Personalization
Experience library for a specific resident: preferences, most played, and recommended videos

I introduced “Quick Add” features for improvised content (e.g., specific YouTube requests) and recommended playlists based on resident history.

Contextual Notes
Resident profile with staff notes and preferences surfaced for session planning

I replaced buried metadata with prominent staff notes, ensuring critical preferences (e.g., “responds to socially interactive experiences”) were visible at a glance.

Video player interface

194+

Recorded sessions at SFCJL

95%

Positive sentiment (33% Very Positive, 62% Positive)

6+

Major award recognitions

“The Experience Station helps bring residents back online. It soothes the parasympathetic nervous system and helps mitigate distressing behaviors.”

Manager of Life Enrichment, SFCJL

“The Experience Station is a way to bridge connections, foster relationships for new staff to home in on residents. As well as facilitation for family members with their desire for connection.”

Life Enrichment Coordinator, SFCJL

Recognition

CABHI (Centre for Aging + Brain Health Innovation) — 2x Award Recipient

Finalist: Fast Company 2022 World Changing Ideas (Experimental Category)

SCAN Foundation Innovation Award

Leading Age Innovation Award

Sephardic Foundation Grant Recipient

Invited for journal publication

Side Note: The haptic footrest prototype was so engaging to use for media consumption that I actually built a second unit to keep for myself.

Reflection

I love to work in a hands-on capacity: screens, toys, games, physical form, all of it. This was a unique chance to stretch my skills and have the independence to create impactful experiences from scratch, as challenging as that was. This project came with a lot of special considerations for our users, and it changed my perspective as a designer to try to always consider the needs of all populations, not just the most common.

Reflection — the experience station in action