Research on the Gamification Design of Family Early Intervention Products for Children with Autism Based on the Peak-End Rule

被引:2
作者
Lu, Ximeng [1 ]
Li, Jinjie [1 ]
Zhu, Kesi [1 ]
Liu, Yun [1 ]
机构
[1] Fuzhou Univ, Xiamen Acad Arts & Crafts, Xiamen, Peoples R China
来源
CROSS-CULTURAL DESIGN-APPLICATIONS IN BUSINESS, COMMUNICATION, HEALTH, WELL-BEING, AND INCLUSIVENESS, CCD 2022, PT III | 2022年 / 13313卷
关键词
Autism; Family early intervention; Peak-end rule; Gamified product design; Octagonal behavior analysis;
D O I
10.1007/978-3-031-06050-2_27
中图分类号
F [经济];
学科分类号
02 ;
摘要
Early family intervention is an important part of the effective treatment of children with autism. In order to improve the experience of early intervention in the family of autistic children and improve the effectiveness of the intervention, based on the effective connection between the peak-end rule and gamified thinking, a design study of auxiliary products for early intervention in the family of autistic children is carried out. Research through user interviews, in-depth observations, video archives and other methods to clarify user needs at peak and endpoints, and select appropriate driving forces according to the octagonal behavior analysis method, convert demand points into product functions, and combine the basic steps and core design of gamification. According to the characteristics, a high-quality and efficient family early intervention plan for children with autism is proposed, and finally the feasibility and effectiveness of the product are evaluated by the octagonal behavior analysis method. The results show that the product under this design method can enable children to receive targeted, efficient and interesting treatment, and provide families who cannot afford the expensive treatment the opportunity to enjoy a fair and high-quality education.
引用
收藏
页码:376 / 392
页数:17
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