| By the end of 2020,there will be nearly 260 million people over 60 years old in China,and the number and proportion of the elderly will continue to rise in the foreseeable future.More and more attention has been paid to the problems related to the elderly.The positive role of fitness exercise for the elderly has been recognized by the majority of the elderly,especially in the improvement of physical function and pleasure psychology.However,there are still some problems such as lack of enthusiasm,lack of guidance and poor psychological satisfaction.Through the study of Gamification theory and related cases,it is found that Gamification has advantages in stimulating enthusiasm,increasing user stickiness and improving psychological experience.Therefore,the combination of Gamification and fitness products for the elderly has a theoretical and practical basis.This paper starts from the perspective of Gamification,first combs the background of the research,and does research in related fields.Through the understanding and analysis of the concept of Gamification,it is concluded that Gamification plays a positive role in enhancing the driving force and improving the experience.At the same time,through the analysis of the case of Gamification fitness products,it is concluded that the characteristics of Gamification application are: digital evaluation characteristics,feedback enhancement characteristics,process intuitive characteristics,challenge adaptability characteristics and virtual scene characteristics.Through literature research and case analysis,it is found that there are five development trends in the design of fitness products for the elderly: scientific specialization,affinity for home,intelligent assistance,rich forms and combination of styles.In the design research stage,in addition to desktop research,questionnaire research,data analysis and other research methods,the elderly are invited to have game fitness product experience and interview.It is concluded that the needs of the elderly to use game based fitness products are: information process control,fitness experience improvement,fitness behavior guidance,maintenance of fitness confidence and product hardware optimization.It is also the source of opportunity for design intervention.On the basis of design research,the pain point is transformed into opportunity point,and the design strategy is put forward.In the design practice stage,the specific category of the product is cervical spine exercise product.Combined with the design strategy,the hardware design of the head wearable device and the design of the matching mobile game application prototype are carried out.Hope to view the elderly fitness and related products from the perspective of game,grasp the design trend,update design methods and broaden ideas,provide new ideas for the design of elderly fitness products,and alleviate the negative impact of aging. |