Product Design of Parent-Child Interaction Based on Intergenerational Integration Theory
Abstract
The widespread use of electronic entertainment products has led to a decline in communication and outdoor activities between grandparents and grandchildren, thereby deepening the generational gap. Existing design studies frequently rely on subjective judgment alone and lack a systematic, quantitative analysis of user needs. To enhance intergenerational integration and improve interactions between grandparents and grandchildren, this study focuses on outdoor natural environments as the primary application scenario. User requirements were collected through interviews, then categorized according to intergenerational integration theory, and analyzed using the Analytic Hierarchy Process (AHP) to assess the relative importance of each requirement. The Quality Function Deployment (QFD) method was subsequently applied to prioritize these needs, thereby reducing subjective bias in the design process.As a result, the study identifies five core user needs: the emotional attribute of positive empathy, the connection attribute of tolerance and stimulation, the functional attribute of natural interaction, the consensus attribute of flexible feedback, and the normative attribute of clear rules. Therefore, based on these needs, the study proposes an outdoor exploration product that integrates the elderly's rich natural experience with advanced interactive technology. This product aims to foster intergenerational knowledge transfer and communication, to stimulate shared interests and topics, and mitigate intergenerational communication barriers.The study demonstrates the feasibility of applying intergenerational integration theory and quantitative analysis methods in product design, offering practical and scientifically grounded insights for developing intergenerational interactive products.
Keywords: Intergenerational Integration Theory, Parent-Child Interaction, AHP-QFD, Nature Exploration
DOI: 10.54941/ahfe1006077
Cite this paper
More from this volume
- Effects on player perception of jumping extensions with varying trajectories in VR
- Evaluation of Driver Overconfidence in Automotive Driving Using Physiological Data
- Estimation of Intellectual Productivity Using Electrocardiograms during Computational Tasks with Cognitive Load
- Development of a Fast and High-Precision Audio Noise Reduction System to Enhance the Accuracy of Emotion Estimation in Practical Applications
- Real-Time Adaptive Gripping Mechanism Using Object Classification and Feedback Control
- AI-Driven Personalized Multisensory Design of Cultural Heritage: A Case Study of Kunqu Opera
- Exploring Cross-Sensory Perception in Dining Environments: The Role of Tactile Surface Properties on Users’ Visual and Gustatory Experiences
- Consideration of Visibility in the Kuiper Belt Focusing on the Placement of Objects
- Evaluation of UX using Biometric Emotion and Intensity Estimation Machine Learning Models
- Dynamic Balance Ability Estimation Method Using Plantar Pressure Measurement for Developing Shoes to Assess Daily Living Walking Ability
- Gamified Emotional Evaluation of Virtual Architectural Spaces:The G-SOR Framework and “Lost In Reverie”
- Construction of a PointNet-based Autoencoder Using a 3D Scene Dataset for Feature Extraction from Indoor Space Point Clouds Excluding Interior Details


AHFE Open Access