A mature HCI body of pioneering research and development is presented. Proof-of-concept and feasibility research from the 1980s led to the realizing of bespoke unencumbered gesture-based computer feedback systems for supplementing traditional therapeutic intervention for rehabilitation intervention, as well as healthcare, wellness, and quality of life. A wide array of participants, across ages, ability and condition, were involved in numerous studies. Resulting from the research is patented apparatus and method, commercial product, start-up companies, and major funding in the form of national and international projects. This chapter informs via biographical discussion of the evolution from original concept based upon empowering human residual function, whatever the limitation(s), to manipulate selectable multimedia content as catalyst in adaptive systems design. Positive evaluations of use were by experts in the healthcare field, as well as case-assigned staff, client families and friends. Increased and optimized participation, engagement, and nuances in development gave evidence of the concept potentials. Emergent models to support industry uptake evolved from the research. The research also led to an e-health solution being researched at the end of the 20th century to support self-driven brain injury rehabilitation between a patient’s home and a connected clinic. The work pre-empts the uptake by professional therapists of video games and gesture-based controllers reported at the start of the 21st century. Based in Scandinavia, due to the national and regional welfare technology programmes of support and concern for an accessible society, the work continues to evolve with new systems being created with an ongoing goal to advance the field. This contribution thus offers a historical account having a HCI focus in order to share and inspire next-generation therapists, designers and technologists who are welcome to contact the author.