Design of Intergenerational Collaborative Gamification Children's Pill Box Based on Kano/BWM-HOQ

SUN Mingxi, ZHAO Zhifeng, CHENG Xinru

Packaging Engineering ›› 2026, Vol. 47 ›› Issue (16) : 144-156.

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Packaging Engineering ›› 2026, Vol. 47 ›› Issue (16) : 144-156. DOI: 10.19554/j.cnki.1001-3563.2026.16.013
Industrial Design

Design of Intergenerational Collaborative Gamification Children's Pill Box Based on Kano/BWM-HOQ

  • SUN Mingxi, ZHAO Zhifeng*, CHENG Xinru
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Abstract

The work aims to explore a gamification pill box design method based on the intergenerational synergy mechanism to address the problems of "medication supervision fatigue" and children's rebellious psychology caused by low drug adherence, traditional parental supervision model. Interview and field survey were conducted to construct a panoramic experience map of intergenerational medication behaviors. The need attributes were classified by the Kano model, and the Best-Worst Method (BWM) was introduced for dynamic weight allocation of needs. Relying on the House of Quality (HOQ), user needs were transformed into product technical elements to determine the design mechanism. The intergenerational collaboration task chain, immersive interaction and dynamic difficulty rewards were the core need attributes. Based on this, a design scheme was proposed, and verified by perceived usability verification and fuzzy comprehensive evaluation. In conclusion, this method effectively integrates qualitative and quantitative analysis, breaking through the limitations of traditional single-dimensional demand analysis. By constructing an intergenerational need matrix and optimizing the technology transformation path, it balances the needs of improving children's autonomy and simplifying caregivers' operations, which provides an effective design mechanism reference for the research and development of child-friendly medical products.

Key words

intergenerational collaborative / children's pill box / UEM / Kano / BWM / HOQ

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SUN Mingxi, ZHAO Zhifeng, CHENG Xinru. Design of Intergenerational Collaborative Gamification Children's Pill Box Based on Kano/BWM-HOQ[J]. Packaging Engineering. 2026, 47(16): 144-156 https://doi.org/10.19554/j.cnki.1001-3563.2026.16.013

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