1. Introduction
As the global trend of population aging accelerates, improving the quality of life of the elderly has become a critical social issue. According to data released by the National Bureau of Statistics of China, the population aged 60 and above reached 310.31 million by the end of 2024, exceeding 300 million for the first time, and it is projected to rise to 32.9% by 2050, signaling the transition to a super-aged society. The decline in physical and mental functions among older adults has led to a growing reliance on health management, caregiving support, and spiritual or recreational products, promoting the rapid development of aging-friendly solutions. Driven by the “active aging” policy direction, elderly users are increasingly engaging with cultural and entertainment products. A survey conducted by the China Consumers Association indicated a notable increase in the acceptance of gaming products among the younger elderly population. Similarly, Alibaba’s Elderly Digital Life Report highlights that the compound annual growth rate of online consumption by silver-haired users has reached 20.9% over three years, with entertainment products emerging as a particularly popular category. As a significant component of spiritual and cultural consumption, game products are witnessing rising demand among elderly users. However, most existing games are designed primarily for younger users in terms of functionality and interface interaction [
1,
2]. This misalignment has resulted in a poor user experience, insufficient adaptability for older adults, and a high degree of product homogeneity in the aging-friendly gaming market.
Current research on the design of gaming products for the elderly primarily focuses on functional development and technological enhancements or on utilizing games as tools for cognitive training and physical rehabilitation. In terms of functionality and technological applications, Dong [
3] explored psychological intervention pathways for older adults and examined the effects of gamified VR exercise on life expectancy, concluding that such game products could potentially extend the lifespan of elderly users. Chen et al. [
4] developed a chess player recognition and automatic placement system, creating a Chinese chess robot by advancing image recognition and other hardware-related technologies. Ghorbani et al. [
5] designed and evaluated an intelligent assistive system that integrates AR with serious games, aiming to provide multilayered support for older adults with mild cognitive impairment and their caregivers. Although these studies have made notable progress in technical applications and functional validation, they lack a scientific mapping mechanism that links the real needs of elderly users to product functions, highlighting the need for more systematic design methodologies. In the domain of cognitive training and physical rehabilitation, Alaa Abd-alrazaq et al. [
6] proposed design and evaluation strategies for serious game-based interventions to enhance attention in cognitively impaired older adults based on systematic reviews and meta-analyses. Müller et al. [
7] conducted experimental research on motion-sensing games from the perspective of how different game types and task difficulties affect brain and physical responses, suggesting that task design should consider its impact on brain and physical activity in elderly training. Morán et al. [
8] applied a context-embedded design methodology to develop cognitive stimulation games and service strategies tailored to older adults, targeting everyday cognitive training needs. Tseng et al. [
9] employed a service experience insight method to explore the cognitive needs of elderly individuals with mild to moderate dementia. The above studies demonstrate that games exhibit positive intervention effects in enhancing cognitive abilities and stimulating physical function in older adults, highlighting their high feasibility and application value. However, current research lacks game evaluation tools and design techniques specifically tailored to the elderly population. Greater emphasis should be placed on user-centered game design approaches, as existing studies remain insufficient to thoroughly explore the needs of elderly users and develop corresponding design strategies [
10].
In developing game products for the elderly, accurately identifying and understanding user needs is essential for systematically optimizing functionality and user experience, thereby promoting successful market adoption. Common methods for uncovering the needs of older users include field observations, user interviews, focus groups, and questionnaire surveys, which gather behavioral data and self-reported experiences. These are typically followed by grounded theory or similar approaches to extract and synthesize product requirements. Many researchers have used semi-structured interviews and questionnaire surveys to explore user experiences and preferences among older adults in the context of game design [
11,
12,
13]. However, these methods often suffer from low efficiency and limited scope, making it difficult to capture the full range of genuine user needs of elderly users [
14]. For example, traditional interviews may be influenced by leading questions or misunderstandings, resulting in socially desirable responses that do not reflect true user intentions. As cognitive and expressive abilities decline with age, older adults may choose neutral or noncommittal responses such as “average” or “no problem” on questionnaires to avoid mental strain, leading to inaccurate representations of their actual experiences and core needs. These behavioral biases compromise data validity and reduce the effectiveness of conventional methods in extracting user needs for elderly-focused game products. As research on game design for the aging population is still in its early stages, there is an urgent need for innovative approaches that enable deeper design exploration [
15].
In recent years, the rise of big data and artificial intelligence has brought significant advancements to user-demand mining and design parameter research, enabling the integration of more scientific and systematic methods. The academic community has increasingly explored data mining techniques based on online reviews to support product improvement and better understand user behavior. In the field of game design, some studies have used word frequency analysis and TF-IDF to extract keywords from reviews [
16,
17], whereas others have applied sentiment analysis to identify user satisfaction levels and emotional tendencies. Topic modeling methods such as Latent Dirichlet Allocation (LDA) and Biterm Topic Model (BTM) have also been employed to uncover underlying themes in textual data [
18,
19,
20]. However, these approaches often remain limited to data collection and problem identification, lacking subsequent design solution development and evaluation [
21,
22]. Common challenges include unclear prioritization of user needs, vague definitions of functional parameters, and the absence of objective criteria for design evaluation. These issues can lead to arbitrary design decisions, functional mismatches, and poor user experiences, ultimately weakening product competitiveness and application effectiveness while limiting improvements in the quality of life of the aging population. Therefore, when developing game products for older adults, it is crucial to effectively mine real user needs from online reviews and ensure the scientific alignment of design parameters with a robust evaluation of the proposed solutions. To address this gap, this study proposes a design method for elderly-oriented game products based on online user reviews, establishing a systematic pathway from need identification to design generation and optimization, with the goal of enhancing both scientific rigor and user relevance to design outcomes.
This study proposed using online review data from e-commerce platforms as a key information source for user demand extraction and adopted a research approach that combines short-text topic modeling with structured design methodologies. Python-based web scraping techniques were employed to collect a large volume of user reviews across diverse brands and product types. Ensuring data diversity helps capture a wide range of user opinions and enhances the accuracy of product or service improvements [
23]. The collected online reviews were subsequently analyzed and categorized. Topic modeling is widely used in text mining, with LDA and BTM being the two most commonly adopted models. Compared with traditional models such as LDA, BTM performs better on short texts such as user reviews, as it captures word co-occurrence patterns without relying on complete contextual information [
24,
25]. By identifying and categorizing latent topics within the text, BTM enables efficient text classification and reveals users’ primary concerns, thereby uncovering a broad range of potential user needs [
26]. In this study, BTM was applied to the collected reviews to extract latent topics from which preliminary user needs were inferred. However, further screening is required to determine the relative importance of these needs. As a decision-making tool, the Analytic Hierarchy Process (AHP) was applied to quantify expert judgments into weight values [
27], effectively identify key user needs, and enhance the scientific rigor and accuracy of the decision-making process. Thus, this study used AHP to extract the core requirements and key design elements of aging-friendly game products. After identifying key user needs, it is essential to translate them into specific design parameters for age-friendly game products. To accomplish this, this study integrated Axiomatic Design (AD) theory by applying an independence axiom to perform precise information mapping. This process translates user needs into design parameters using mapping matrices to systematically derive rational design parameters [
28], thereby overcoming the limitations of traditional intuition-driven design processes. Finally, the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method was used to comprehensively evaluate and optimize multiple design schemes [
29]. This ensured that the final design met the core user needs and featured a well-balanced functional configuration, thereby validating the rationality of the proposed design methodology. Although existing methods have been applied to aging-related design research, they generally lack a systematically integrated pathway oriented toward practical design implementation. As a result, it remains challenging to achieve a closed-loop process that progresses from “perceiving user needs” to “functional transformation” and ultimately to “solution optimization”. To address this gap, this study proposed a BTM–AHP–AD–TOPSIS design framework based on online review texts. By integrating the strengths of BTM in short-text mining, AHP in hierarchical judgment, AD in functional mapping, and TOPSIS in optimal solution evaluation, a closed-loop design process was established, encompassing five key stages: review data collection, need identification, weight determination, design parameter mapping, and design evaluation. This study systematically extracted user needs for aging-friendly game products, mapped design parameters based on prioritized needs, and conducted corresponding solution evaluations. By grounding the design process in real user needs, the proposed method enhances the scientific rigor and practical relevance of aging-friendly game product design. It aims to improve alignment between design outcomes and user expectations while offering both theoretical insights and practical guidance for innovation in this field.
3. Results
3.1. Text Mining and Demand Analysis of Online Reviews of Elderly Puzzle Games
This study focuses on “cognitive toys for the elderly” available on the JD.com e-commerce platform. User reviews were collected from product pages associated with keywords such as “elderly toys”, “age-friendly toys”, and “entertainment products for seniors”, covering 10 categories of related products. All reviews were originally written in Chinese by JD.com users. The data collection period spanned two years, from 8 September 2022 to 8 September 2024, to ensure representativeness of the samples. A total of 32,466 raw comments were initially obtained. To illustrate the data source, examples of original product reviews are shown in
Figure 7 (screenshots from two sample products), and the selected sample data are presented in
Table 2. A multistep data preprocessing procedure was conducted to ensure the accuracy and validity of the analysis. First, low-quality entries such as duplicate reviews and default system-generated comments were removed. Only “substantive comments” were retained, excluding short or vague responses (e.g., “good” and “not bad”) consisting of fewer than four Chinese characters. After this initial cleaning, 30,738 valid comments remained in the usable corpus data. Subsequently, the re.sub() function in Python was employed to remove all non-Chinese characters from the text.
Jieba word segmentation was used to optimize the structure of the textual data to address the colloquial and diverse nature of online reviews on e-commerce platforms. Given the frequent use of non-standard expressions in aging-related reviews, such as elderly-specific slang and colloquial phrases like “练脑力” (mental exercise), “解闷” (to kill boredom), and “琢磨” (to think over), the research team manually reviewed the corpus. These expressions were semantically normalized by mapping them to standardized terms such as “认知训练” (cognitive training) or “娱乐” (entertainment) or removed if deemed ambiguous. This step aimed to reduce the noise in the biterm co-occurrence structure of the BTM model, thereby enhancing the consistency and stability of topic clustering. Finally, the Baidu stop word list was applied to remove common non-informative words, yielding the final processed text. By analyzing these online reviews, this study provides deeper insights into users’ real needs, preferences, and experiences with elderly-friendly cognitive products.
Based on Equations (1) and (2) and using the Gibbs sampling technique, iterative calculations were performed for topic numbers ranging from 1 to 10. For each topic number, the model was run 10 times to evaluate its performance under different settings. Corresponding perplexity and coherence scores were calculated for each topic number. To facilitate a performance comparison across topic counts, both metrics were normalized, and a standardized trend graph was generated, as shown in
Figure 8. The results show that as the number of topics increased, perplexity exhibited an overall monotonic decreasing trend, from 1.00 at
K = 1 to 0.04 at
K = 10, indicating improved model fit with more topics. However, relying solely on perplexity to determine the optimal number of topics can lead to semantic redundancy and overfitting. Therefore, coherence was introduced as a supplementary evaluation metric. When the number of topics was below 3, the interpretability of the generated phrases was poor. When the number exceeded 6, perplexity continued to decrease linearly, suggesting potential overfitting. Thus, the optimal topic range was between 3 and 6. Within this range, when
K = 5, perplexity showed a clear inflection point and coherence reached its peak value (1.00), indicating that the generated topics are most cohesive, semantically distinct, and well clustered. Considering both metrics,
K = 5 is identified as the optimal number of topics in this study, achieving a balance between semantic clarity and model fit.
In this study, the top 12 words with the highest probability for each topic were extracted using the BTM model. As these topics consisted of automatically generated word combinations without clear definitions, they could not directly inform design practices. Therefore, a focus group interpreted the phrases by transforming them into user needs and conducted a comprehensive analysis of the characteristic words and associated textual content. This process ultimately led to the identification of five key dimensions of user needs: cognitive training methods and effects, product appearance, leisure and entertainment, simplicity and convenience, and comfort and safety, as shown in
Table 3.
Through focus group analysis of the above topic identification results and characteristic words combined with aging-friendly and game product design, detailed user demand mapping was performed, and 23 specific needs for elderly-friendly puzzle products were identified, as shown in
Table 4.
3.2. Analysis of the Weight of User Demand for Elderly Game Products
Based on the extraction of user needs outlined in
Table 3 and adhering to the principles of AHP model construction, a hierarchical analysis model was developed, as shown in
Figure 9.
After establishing the evaluation matrix, a focus group was invited to complete the assessment to ensure the scoring accuracy. Each level of need was compared and rated on a scale of 1 to 9. To construct a valid judgment matrix, AHP questionnaire responses were manually reviewed, and no significant outliers deviating from the mean were found. Therefore, the average method was applied to aggregate the scores for each comparison item, and the mean scores were calculated to derive the matrices in Equations (17)–(22).
To validate the logical consistency of the judgment matrix and reliability of the results, weights were calculated using the geometric mean method. A consistency check was performed, and the results are listed in
Table 5. All the
CR values were below 0.1, confirming the feasibility of the calculations.
To determine the comprehensive weight of each sub-criterion, this study applied a multiplicative calculation method that integrated the weights of each criterion layer with their corresponding sub-criterion weights. The resulting comprehensive weights are presented in
Table 6.
According to the AHP weight results, the primary themes identified in this study were simplicity and convenience (X4, 0.407), leisure and entertainment (X3, 0.243), and cognitive training methods and effects (X1, 0.168), followed by comfort and safety (X5, 0.110) and product appearance (X2, 0.072). In the subsequent design phase, the two highest-ranking user needs for each theme were selected to guide product development. Specifically, these included easy operation (X44, 0.422) and standardized instructions (X43, 0.255); fun factor (X33, 0.411) and immersive simulation (X32, 0.225); universality (X11, 0.419) and different levels of difficulty (X14, 0.233); comfort (X54, 0.419) and durability (X53, 0.264); and simplified appearance (X22, 0.539) and color coordination (X21, 0.297). In addition to these, two critical requirements, feedback (X41, 0.0781) and portability (X42, 0.0452), were identified, which ranked among the top 10 user needs based on comprehensive weight. Therefore, beyond the top two needs of each theme, these two dimensions should also be considered as key priorities in the subsequent product design process.
3.3. Technical Parameter Mapping of Elderly Game Products
Based on the key user needs of ease of use, fun, and comfort mentioned above, the information independence principle was combined to effectively map elements across different fields. This process transformed the elderly users’ requirement parameters (CA) into functional parameters (FA) for elderly-friendly game products, as shown in
Table 7. The resulting matrix of the functional requirements is given by Equation (23).
In alignment with aging-friendly design principles, the functional requirements of aging-friendly game products were further mapped into specific design parameters suitable for production and processing. The results are listed in
Table 8 and in the design parameter set matrix (24).
Incorporating the functional requirements and design parameters of elderly-friendly game products into Equation (9) results in the first-level design matrix for FRn and DPn, as shown in Equation (25). Based on the design matrix type shown in
Figure 6, this matrix is a non-coupled diagonal matrix, confirming the rationality of the design parameters.
A second-level design matrix was established for FRnm and DPnm. The final design matrix for elderly-friendly puzzle game products, as shown in Equation (26), is a non-coupled diagonal matrix. This conforms to the independence axiom of the AD theory, ensuring that the design parameters can align with user needs without conflict. Thus, these parameters were deemed reasonable and appropriate for subsequent manufacturing and processing.
3.4. Design and Evaluation of Elderly Game Products
Building on key design needs such as ease of operation, standardized instructions, and entertainment, technical parameters were established, including single-hand operation, lighting guidance, and timed challenge game rules. These parameters formed the basis for developing three design solutions for elderly-friendly game products, as illustrated in
Figure 10.
Solution 1 focused on enhancing players’ hands-on skills, spatial thinking, and logical reasoning through simple assembly and combination. The props included small balls and variously shaped pipe modules, allowing players to connect freely and create different structures guided by lighting cues. This setup produced a dynamic effect as the small balls moved through the structure, fostering creativity and imagination. Each pipe connection used a magnetic structure to ensure smooth assembly, enabling easy one-handed operation for elderly users. The toy was made from safe and eco-friendly ABS plastic, offering durability and long-term safety. Additionally, a “skip function” button was included, allowing players to bypass difficult levels. The button featured a clear icon to enhance operational intuitiveness.
Solution 2 featured a simple rectangular design with core function buttons, including power and operation prompt buttons placed on one side. These buttons were paired with universally recognized icons to streamline operations and reduce product size, ensuring ease of use and portability for the elderly. The product panel provided lighting prompts to guide players and offered a clear and intuitive operational guide. The gameplay focused on spatial flipping using rotatable cube props that players should position correctly within a set time limit. The cube props were ergonomically designed to fit the hand dimensions of the elderly users and ensure comfort during use. This solution effectively trained spatial awareness and reaction abilities while emphasizing the simplicity of the prop operation.
Solution 3 incorporated the spatial flipping mechanism and introduced a two-player competitive mode to enhance interactivity. This feature fostered a sense of rivalry, motivating players to challenge themselves and increasing the game’s appeal. A “difficulty adjustment” button was included, allowing players to customize the game difficulty based on their skill level and cognitive abilities. Visually, the product employed bright color combinations to align with elderly users’ aesthetic preferences, serving as a visual guide to help players intuitively understand and operate the game, thereby reducing cognitive load. The props were designed using triangular geometric shapes to add novelty and increase the complexity of spatial operations. This design encouraged players to develop strong spatial thinking and operational skills, making it particularly effective for training hand–brain coordination while providing an enjoyable gaming experience.
This study assessed the three proposed design solutions along with the sample solution. The evaluation adhered to the TOPSIS calculation procedure outlined in
Section 2.3.4, using the five topics derived from the BTM model as positive evaluation indicators. To further verify the effectiveness of the proposed solution in improving product acceptance, the existing “Jike” brand electronic building block puzzle toy in the market was selected as a sample solution, as shown in
Figure 11. A panel comprising 26 elderly-friendly product design experts, 23 game product designers, 24 scholars in related fields, and 29 elderly users scored the solutions on a 7-point Likert scale. After standardizing the results, the initial evaluation matrix F was compiled, as shown in Equations (27)–(30). The relative closeness of each solution was calculated based on the scores of the four user groups.
The relative closeness of each solution was calculated based on the scores of the four user groups. The results are shown in
Figure 12.
Solution 2 had the highest relative closeness value, confirming that it was the optimal choice. Conversely, the existing market design ranked the lowest, demonstrating the reliability of this study’s design pathway for elderly-friendly game products. To verify the stability of the rankings generated by the TOPSIS method, 15 product designers and older adults were invited to jointly evaluate alternatives using the GRA method. Centered on the five thematic topics extracted from the BTM model and the design schemes, the solutions were evaluated using a 5-point Likert scale. In GRA, a higher grey relational grade indicates a better alternative. As shown in
Table 9, a comparison between the two methods revealed that solution 2 consistently ranked as the top solution, confirming the stability and reliability of the TOPSIS results.
To prevent resource waste during production and development, the optimal solution was further refined, as shown in
Figure 13. The gameplay mechanism in Solution 2 involved controlling the rotation of a block within a defined space, with players navigating the block along a light-guided trajectory. The objective was to position the orange face of the block at the designated endpoint within a specified time frame. This design trains the players in terms of spatial and logical thinking. Upon winning, the system played a congratulatory sound to boost emotional engagement and encourage continued play. Players can use a single finger to control the movement of a block in four directions (up, down, left, and right), ensuring ease of use for elderly users. In case of errors, the system provides immediate feedback with a “ding” sound to help players identify and correct their actions. A detailed gameplay flowchart is shown in
Figure 14. To enhance the gaming experience, block props can be modularly combined, increasing interactivity and difficulty in boosting engagement and enjoyment. Players can adjust their difficulty by rotating a dial, offering personalized options to suit various skill levels. Solution 2 was 20 cm long, 15 cm wide, and 2 cm high, making it compact and lightweight. The block props were designed as 2 × 2 cm cubes, an ergonomic size for elderly users to grip and operate. To improve safety, the product should have a simple geometric shape with rounded chamfers.
Many older adults experience high-frequency hearing loss, particularly reduced sensitivity to sounds above 4000 Hz [
30]. According to ISO 7029, individuals over the age of 65 exhibit a significant decline in high-frequency auditory perception [
31]. To enhance audibility, the product’s audio frequency range was set between 500 and 3000 Hz, covering the core range of human speech and better suited to elderly users. Regarding volume, a level of approximately 75 dB ensures clear auditory feedback while aligning with WHO recommendations for hearing safety in older adults [
32], thereby improving product usability and experience across varying levels of hearing ability. In terms of materials, the upper portion of the product was made from durable ABS hard plastic. This choice considers the financial constraints of many older adults who rely on limited pension incomes, making material costs a key factor in product accessibility and adoption. A comparative analysis was conducted between two commonly used materials: ABS plastic and silicone compounds. Although silicone offers superior tactile comfort and anti-slip properties, its unit cost is significantly high. In contrast, ABS provides adequate rigidity and durability at a lower price, making it more appropriate for cost-sensitive elderly users. According to 2024 market data, the typical wholesale price of ABS ranges from USD 1.2 to 2.4 per kilogram [
33], whereas Room Temperature Vulcanizing (RTV) silicone ranges from USD 10 to 20 per kilogram [
34]. Additionally, silicone requires longer processing times, further increasing manufacturing costs. Even without considering processing differences, silicone’s unit cost can be two to three times that of ABS. Therefore, selecting ABS as the primary material without compromising basic functionality enhances economic feasibility and improves market accessibility for the elderly population. To maintain anti-slip performance, the product’s lower section, which occupies a smaller volume, incorporated firmer silicone while keeping overall costs controlled. In summary, the design not only improved gameplay through intuitive operation but also emphasized safety, convenience, and economic affordability, making it well suited for use by older adults.
4. Discussion
This study focused on aging-friendly game products and established a systematic design framework based on online review data mining. It aimed to address key challenges in the current design of game products for elderly users, such as the superficial identification of user needs, lack of targeted design solutions, and high subjectivity of evaluation processes. The results demonstrated that BTM topic modeling based on online reviews effectively extracted the core needs of elderly users, which primarily fell into five categories: simplicity and convenience, leisure and entertainment, cognitive training methods and effects, comfort and safety, and product appearance. These needs are largely driven by age-related cognitive and physical changes as well as the desire to enhance quality of life and self-confidence [
35]. Previous research has shown that Chinese elderly users generally prioritize ease of use and practicality in aging-friendly products, particularly regarding operational convenience and functional utility [
36], which aligns with the findings of this study. In traditional demand mining methods for aging-friendly designs, sources of user demand are primarily drawn from behavioral observations, user interviews, and questionnaire surveys [
37]. These approaches often rely on assumed needs or expert evaluations and lack feedback derived from users’ long-term, real-world product experiences [
38,
39]. Therefore, this study leveraged actual consumer behavior as a key source of user demand and performed BTM topic modeling based on online shopping review texts from e-commerce platforms [
40]. This approach enhances the authenticity of the data and the representativeness of user concerns, thereby providing a more accurate foundation for product design. It effectively captures user feedback and potential expectations regarding the gaming product experience, thereby addressing the limitations and one-sidedness of previous studies.
Second, the identified user needs were prioritized using AHP. The results showed that “simplicity and convenience” received the highest weight, indicating that operational burden remains the primary factor affecting product acceptance. This aligns with existing research, which highlights operational difficulty as a major barrier to user engagement [
41]. Research has shown that in product design and development, priority should be given to reducing process complexity, streamlining operational steps, and simplifying information presentation to fulfill users’ preferences for a clear and straightforward experience [
42]. Strategies such as “minimizing cognitive load” have been proposed to enhance task efficiency and product intuitiveness [
43]. These findings highlight that “simplicity and ease of use” not only play a crucial role in user evaluation but also serve as a clear foundation for design decisions regarding function selection, structural layout, and interaction methods. This approach is particularly effective in reducing cognitive burden and operational barriers in aging-related products. Therefore, the results of this study provide direct and meaningful practical value for promoting usability-oriented design and development of products for the aging population. The second-highest priority was “leisure and entertainment”, which ranked above “cognitive training methods and effects”. This suggests that elderly users value the emotional and life-enhancing roles of game products, reflecting their growing importance in promoting mental health and well-being. This finding is consistent with previous studies showing that older adults are increasingly willing to engage in gaming to stimulate positive emotions and improve their mental health [
44]. To meet the need for “leisure and entertainment”, aging-related product design can enhance user engagement by incorporating relaxing elements and playful features. For example, integrating point-based reward systems and modular tasks into functional design can enrich a product’s emotional value, extend its usage duration, and increase user retention [
45]. Thus, the findings of this study contribute to strengthening the emotional connection between users and products while promoting long-term usage intentions [
46]. They also offer clear guidance for functional planning and content hierarchy development throughout the product design process. Although “cognitive training methods and effects” did not rank as the top user priority, they remain essential for sustaining older adults’ long-term engagement and active interaction and therefore hold significant design value. Serious games have been shown to support cognitive intervention by improving core abilities such as memory and attention. This study emphasizes the importance of combining accessibility with progressive difficulty to accommodate the diverse backgrounds of elderly users. Progressive difficulty helps maintain cognitive challenges and user motivation through phased task modules, adaptive difficulty mechanisms, and real-time feedback. During product development, these user needs can be translated into key design parameters including game mechanics, interaction logic, and long-term engagement strategies. Popular game formats should aim to provide cognitive training that is inclusive across cultural and gender differences. The findings of this study offer a practical pathway for creating products that combine cognitive benefits with broad market adaptability.
In the comprehensive evaluation phase, this study further ranked the top 10 key user needs to ensure that the design process aligns with core user expectations. Notably, the weights of feedback and portability increased in composite scoring. This finding aligns with the established view that aging is accompanied by a decline in cognitive and physical abilities, particularly in managing operational complexity. Accordingly, providing feedback can help elderly users verify the correctness of their actions, thereby enhancing their sense of control and operational security [
47]. Traditional research has primarily focused on the safety and ease of use in product design for the elderly [
48] while paying relatively little attention to portability. However, this study revealed that older adults place a high value on product portability, which may be related to their desire to enhance their independence in daily life and reduce their risk of falling when carrying items. This finding addresses a limitation in the existing literature and underscores the need to strengthen the emphasis on portability in the design of elderly-focused products to support independent living. After collecting a large number of user needs, they must be translated into specific design solutions. However, existing studies often lack a structured mapping mechanism for translating user demands into concrete design parameters, resulting in limited relevance between identified needs and actual product functions [
49]. To address this limitation, this study adopted a three-layer mapping model, “user demand–functional requirement–design parameter”, based on AD theory, thereby enhancing the practical operability of aging-friendly product design. Specifically, the identified user needs were systematically mapped to the corresponding design parameters using independence and information axioms. For example, cognitive-related needs were addressed through puzzle-based training in spatial and logical reasoning as well as through personalized selection of game difficulty levels. This structured approach ensured both scientific validity and practical feasibility of the design framework, culminating in the development of three aging-friendly game design proposals.
Finally, during the evaluation stage of the design schemes, the TOPSIS method was employed to conduct a comprehensive assessment. The results indicated that solution 2 was the optimal design, as it was closest to the positive ideal solution and farthest from the negative ideal solution, outperforming existing game products. This finding validates the effectiveness of the proposed design framework in demand mining, scheme generation, and optimization and further confirms the practical value of the core user concerns identified in this study as a guide for aging-friendly product design.
5. Conclusions
In conclusion, this study proposed a clearly structured and methodologically rigorous design process for elderly-friendly game products driven by data mining and integrating BTM, AHP, AD, and TOPSIS. Theoretically, this study addressed existing gaps in the extraction of elderly user needs, structured functional mapping, and multi-criteria objective evaluation. Practically, it enhanced the alignment between design solutions and the actual needs of elderly users. The proposed method not only is applicable to game product design but also shows potential for broader application in other elderly-friendly domains, such as terminal devices and rehabilitation aids, offering a replicable methodological path and theoretical support for the systematic design of aging-friendly products.
However, certain limitations of this study remain. This study focused primarily on game products for the elderly, and the applicability of the proposed framework to other product categories has not yet been empirically validated. Future research should broaden the scope of application to evaluate the generalizability of the framework across various types of elderly-oriented products. Additionally, this study emphasized the value of online review texts for user need extraction and therefore did not incorporate direct engagement methods such as interviews or observations with elderly users. Although this approach demonstrates the feasibility of using online reviews as a data source, it limits the comprehensiveness of user perspectives and the depth of design insights. To address this limitation, future studies should integrate qualitative methods such as interviews and field observations to gain deeper insights into elderly users’ behavioral patterns and emotional needs, thereby enhancing the model’s explanatory power and applicability. Moreover, the robustness of research results under real-world manufacturing conditions remains an important area for future research. It is recommended that future work pursue active collaboration with industry partners to support the development and practical implementation of product prototypes based on the proposed design framework. Feedback from these design practices can further enrich and refine the theoretical model, assess its feasibility and effectiveness in real-world design contexts, and ultimately contribute to the optimization and industrialization of age-friendly products.