Abstract
Early family intervention is an important part of the effective treatment of children with autism. In order to improve the experience of early intervention in the family of autistic children and improve the effectiveness of the intervention, based on the effective connection between the peak-end rule and gamified thinking, a design study of auxiliary products for early intervention in the family of autistic children is carried out. Research through user interviews, in-depth observations, video archives and other methods to clarify user needs at peak and endpoints, and select appropriate driving forces according to the octagonal behavior analysis method, convert demand points into product functions, and combine the basic steps and core design of gamification. According to the characteristics, a high-quality and efficient family early intervention plan for children with autism is proposed, and finally the feasibility and effectiveness of the product are evaluated by the octagonal behavior analysis method. The results show that the product under this design method can enable children to receive targeted, efficient and interesting treatment, and provide families who cannot afford the expensive treatment the opportunity to enjoy a fair and high-quality education.
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Acknowledgments
This work was financially supported by the 2021 College Student Innovation and Entrepreneurship Training Program of Fuzhou University (202110386031). We sincerely thank every teacher in rehabilitation institutions, children with autism and their parents who have helped us in the process of writing the thesis.
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Lu, X., Li, J., Zhu, K., Liu, Y. (2022). Research on the Gamification Design of Family Early Intervention Products for Children with Autism Based on the Peak-End Rule. In: Rau, PL.P. (eds) Cross-Cultural Design. Applications in Business, Communication, Health, Well-being, and Inclusiveness. HCII 2022. Lecture Notes in Computer Science, vol 13313. Springer, Cham. https://doi.org/10.1007/978-3-031-06050-2_27
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