The continuing aging process has led to an increase in the prevalence of Alzheimer’s disease each year.Alzheimer’s disease is irreversible and its early prevention and intervention is particularly important.Mild cognitive impairment is regarded as an early warning sign of Alzheimer’s disease,and intervention at this stage can improve cognitive function and delay the onset of dementia.Cognitive training,as a non-pharmacological intervention therapy,has facilitative benefits for a wide range of cognitive abilities in the elderly,but currently cognitive training is mostly implemented in professional settings such as hospitals,where the training threshold is high and difficult for users to reach.The development of computer-aided training and mobile devices provides new opportunities and channels for the elderly to participate in training.Some cognitive training software also tries to combine gamification elements to enrich training tasks,but due to the lack of designer’s intervention,there are obvious deficiencies in game content and game interaction,which makes it difficult to arouse users’ interest and motivation for long-term training,and users and therapists are independent of each other,and are prone to a series of problems such as single training content,wrong training methods and incoherent rehabilitation process.In response to the above situation,this study launched an interdisciplinary research on design and neuropsychology,and tried to explore new paths of cognitive training game design.Firstly,the author analyzes the non-pharmacological intervention methods applied to mild cognitive impairment,conclude that the combined cognitive-exercise intervention is significantly superior,and point out the significance of serious games in cognitive training;secondly,combining the design theories related to serious games,the author analyzes the existing cases of cognitive serious games for the elderly from the aspects of content composition,application form,technical means and effectiveness evaluation,summarizes the design rules and discusses the related issues.At the same time,user research methods such as questionnaire research,user interview and observation are used to explore the participation motivation and demand for cognitive training of the elderly,and then the author constructs a typical user model for this study.The design strategy focuses on the relevant components of games,and discusses four dimensions from game planning,game interaction,visual performance and training aids product.Finally,guided by the design strategies,the author organically integrates cognitive training content with game gameplay,and refines the design plan.Based on the combined cognitive-exercise intervention therapy,this study produced a cognitive training game product for the elderly with mild cognitive impairment.At the same time,based on the trend of combining medical and nursing care and the user’s cognitive management needs,a personal management system for users at the We Chat end and a community backstage management system were built to establish a cognitive rehabilitation service system for the elderly in the community scenario.Through a more accessible training participation channel,more interesting cognitive training experience,and professional team service,the enthusiasm of elderly for training has been enhanced,which enables them to persist in training for a long time,improves their cognitive level,and ultimately enhances their daily life ability and quality of life in their later years. |