| "Stroke" is a common cerebrovascular disease in the elderly population,which is characterized by high morbidity,high disability rate,high mortality rate and high recurrence rate.However,actively training through rehabilitation assistive appliance after illness is an effective means to restore the normal physical ability.Traditional home-based rehabilitation assistive appliances have problems such as lack of interest,no insufficient training guidance for assistive appliance and insufficient feedback.Studies have found that the characteristics of gameplay theory can stimulate interest and enhance the stickiness of elderly patients in the use of products.At the same time,such products also have the theoretical and market research basis.The paper was designed to develop by sorting out the content related background and gameplay.In this paper,the problems of upper limb rehabilitation after the elderly stroke patients were designed and analyzed,the products with excited demand were determined through the KANO model,and the corresponding demand pyramid was built.Besides,a home-based scene with an interesting design of upper limb rehabilitation assistive devices was established to solve the painful problems in the upper limb rehabilitation process of elderly stroke patients.From the perspective of gameplay experience,this paper combined with the existing product design trends of the medical rehabilitation assistive appliance market,and expanded the design of future home-based rehabilitation aids for elderly stroke patients. |