Aging is associated with a decline in cognitive function, which can impact memory, attention, and executive functions, and this decline can contribute to a reduction in the quality of life experienced by elderly individuals. One potential strategy to address these issues is the integration of cognitive interventions with entertainment products, which offers a promising avenue for enhancing cognitive functions and overall well-being in older adults. The present study aims to design cognitive entertainment products for the elderly using the KJ-AHP method to identify user needs, prioritize requirements, and develop design strategies. The study involved 25 elderly participants and 11 designers/experts. The KJ method was used to organize and categorize user needs, while the AHP method provided a quantitative analysis of the importance of these needs. Usability testing was conducted with five elderly users using the System Usability Scale (SUS). The results indicated that training needs, including reaction, memory, and attention exercises, were identified as the top priority, with a weighting of 0.34. Emotional needs, such as feedback mechanisms and age-friendly designs, were also emphasized, with a weighting of 0.33. The usability testing indicated a favorable response, with an average SUS score exceeding 70%. This study demonstrated the efficacy of the KJ-AHP method in guiding the design of cognitive recreational products that meet the cognitive, emotional, and social needs of older adults. Future work will expand the sample size and explore additional design principles to improve applicability.

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Research on the Design of Cognitive Entertainment Products for the Elderly Based on the KJ-AHP Method

  • Yanmin Xue,
  • Yang Liu,
  • Shuang Wang,
  • Yang Liu

摘要

Aging is associated with a decline in cognitive function, which can impact memory, attention, and executive functions, and this decline can contribute to a reduction in the quality of life experienced by elderly individuals. One potential strategy to address these issues is the integration of cognitive interventions with entertainment products, which offers a promising avenue for enhancing cognitive functions and overall well-being in older adults. The present study aims to design cognitive entertainment products for the elderly using the KJ-AHP method to identify user needs, prioritize requirements, and develop design strategies. The study involved 25 elderly participants and 11 designers/experts. The KJ method was used to organize and categorize user needs, while the AHP method provided a quantitative analysis of the importance of these needs. Usability testing was conducted with five elderly users using the System Usability Scale (SUS). The results indicated that training needs, including reaction, memory, and attention exercises, were identified as the top priority, with a weighting of 0.34. Emotional needs, such as feedback mechanisms and age-friendly designs, were also emphasized, with a weighting of 0.33. The usability testing indicated a favorable response, with an average SUS score exceeding 70%. This study demonstrated the efficacy of the KJ-AHP method in guiding the design of cognitive recreational products that meet the cognitive, emotional, and social needs of older adults. Future work will expand the sample size and explore additional design principles to improve applicability.