| Driven by the " Healthy China 2030 Strategy " and the " Integration of Sports and Medicine " policy,the number of sports rehabilitation groups and people is increasing,and the sports rehabilitation service industry shows a huge demand market.As a subdivision of rehabilitation medicine,exercise rehabilitation aims not only to achieve physical health,but also to emphasize psychological problems such as positive emotional experience and satisfaction.This study is based on the user ’s emotional experience as the main research object,the auxiliary sports rehabilitation product service system design research and discussion.It is hoped to improve the emotional experience of users in the process of sports rehabilitation and promote users to actively adhere to rehabilitation training.The emotional experience studied in this thesis is not only an attribute of emotion,but also an important research dimension of user experience.The motivation of emotion is taken as the internal driving force to mobilize user behavior,and the positive emotional experience is taken as the target state and feeling of user sports rehabilitation.In the study,we first distinguish the two psychological concepts of emotion and emotion,which are often confused in the design,and point out that the emotion with cognition and motivation is more advanced and adaptable to the research of this thesis.Then through user research to understand the user needs,and the user ’s pain,fatigue and boring feelings in the process of exercise rehabilitation as the basis for user classification,the user is divided into two parts : the ’ negative emotional experience category user ’ based on pain and fatigue and the ’ neutral emotional experience category user ’ based on boring and high expectation,and improve the user ’s emotional experience with different research ideas.For ’ negative emotional experience category users ’,the flow experience is used as the goal and evaluation standard for users to achieve positive emotional experience.Among the fatigue users,the flow theory is first combined with the motivation of emotions,and then the virtual reality rehabilitation training game is used as the carrier to propose three design strategies based on the virtual reality game to alleviate the user ’s exercise rehabilitation fatigue.In the pain-type users,the multi-resource theory is used to distract the user ’s attention as much as possible,and then the cognitive game is used as the carrier to promote the user to achieve the flow experience.Three design strategies based on the multi-resource theory to alleviate the pain of user exercise rehabilitation are proposed.For ’ neutral emotional experience category users ’,maximize the emotional experience of such users in a low-cost way.Firstly,the improved Kano model is used to find out the demand items that have a greater impact on the user ’s emotional experience.Then,based on the strategy of ’ negative emotional experience category users ’,the design optimization strategy is proposed from three directions : hardware products,service process and quality,service environment and atmosphere.Finally,based on the design strategy,the design practice is carried out and the scheme is evaluated. |