簡易檢索 / 詳目顯示

研究生: 賴謙忱
Chien-Chen Lai
論文名稱: 弱視兒童遊戲化產品設計和評估
Product Design with Gamification and Assessment of Amblyopia in Children
指導教授: 宋同正
Tung-Jung Sung
口試委員: 許言
陳建雄
宋同正
學位類別: 碩士
Master
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 117
中文關鍵詞: 知覺學習產品設計弱視兒童遊戲化
外文關鍵詞: Perceptual Learning, Product Design, Children with Amblyopia, Gamification
相關次數: 點閱:210下載:1
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 弱視 (Amblyopia) 是導致兒童永久性視力損傷的主要因素之一。基此,針對弱視兒童在遮眼治療期間所搭配的知覺學習活動,本創作的設計旨在減少兒童對弱視治療的排斥性。
      本創作的設計特色在產品套件的模組化設計,這些模組可相互搭配組合並應用在互動繪本中之四種知覺學習活動,包括尋寶任務、立體迷宮、平面迷宮和描線任務。本創作招募6位弱視兒童且展開28天的產品使用性評估測試,於實驗結束後與受測者家長、多位眼科專家進行訪談。本創作優勢在:
    1. 成功引發弱視兒童進行訓練的樂趣,在遊戲化知覺學習活動的喜好上,獲得受測兒童一致且高度評價,此發現有助於兒童自發性的訓練行為,進而減少兒童對弱視治療的排斥性。
    2. 受測弱視兒童的家長與眼科專家均認同本創作之模組化與遊戲化設計價值,模組化設計提供可擴充的內容,如多元模塊的設計和互動繪本的主題迭代,有助於維持產品對弱視兒童的新穎性。  
    另外,依據受測弱視兒童的使用者體驗評估結果發現,本創作亦提出若干修正意見。最後,本創作建議未來類似產品創作可針對不同年齡層、不同治療時期長度的弱視兒童進行客製化開發。


    Amblyopia is a primary factor leading to permanent visual impairment in children. Therefore, the design of this creation focuses on perceptual learning activities integrated into occlusion therapy for children with amblyopia, aiming to reduce children's resistance to amblyopia treatment.
    The design feature of this creation is the modular design of the product kit. These modules can be combined and applied to four perceptual learning activities in interactive picture books. These activities include treasure-hunting tasks, 3D mazes, 2D mazes, and tracing tasks. This creation recruited six children with amblyopia and conducted a 28-day usability evaluation test. After the experiment, interviews were conducted with the subjects' parents and multiple ophthalmic experts. The strengths of this creation include:
    1. This creation successfully elicited enjoyment in perceptual learning activities among children with amblyopia and received consistently high ratings from the participants. This finding contributes to the spontaneous engagement of children in visual training activities, thereby reducing their resistance to amblyopia treatment.
    2. Parents of children with amblyopia and ophthalmic experts who participated in the study both acknowledged the value of the modular and gamified design in this creation. The modular design, offering expandable content through the design of diverse modules and thematic iterations in interactive picture books, was recognized for maintaining the novelty of the product for children with amblyopia.
    Additionally, after conducting usability assessments with children with amblyopia, this creation proposes several modification suggestions. The creation recommends that future creations of similar products focus on customized development for children with amblyopia of different age groups and varying treatment durations.

    中文摘要Ⅰ 英文摘要Ⅱ 致謝Ⅲ 目錄Ⅳ 圖目錄Ⅶ 表目錄XI 第一章 緒論1 1.1 創作背景1 1.2 創作動機1 1.3 創作目的4 1.4 創作限制5 1.5 創作流程6 第二章 文獻探討7 2.1弱視(Amblyopia)7 2.2弱視治療(Amblyopia therapy)9 2.2.1光學矯正 (Optical correction)9 2.2.2遮眼治療(Occlusion therapy)10 2.2.3知覺學習 (Perceptual learning)12 2.2.4弱視復發(Recurrence)14 2.3 設計創作方法15 2.3.1遊戲化(Gamification)15 2.3.2模組化設計(Modular design)17 2.3.3使用者經驗(User experience)18 2.4小結20 第三章 案例分析21 3.1弱視相關產品案例探討21 3.1.1 Patch Pals 客製化眼貼21 3.1.2 CAM視覺刺激器 (CAM vision stimulator)22 3.1.3基於平板電腦的攜帶式視覺刺激器23 3.1.4反轉拍 (Accommodative flippers)24 3.1.5 Frostig 視覺知覺學習計畫25 3.1.6未來視界智能訓練視力保護鏡27 3.1.7 OTUS奧特視視力訓練智慧眼鏡28 3.1.8基於VR設備的弱視訓練療程-Vivid Vision29 3.1.9 一目視界–弱視幼兒訓練圖畫冊設計30 3.1.10 Tiger Tribe互動式玩具/教具31 3.1.11 Lazy Eye Training (APP)32 3.1.12 See Worthy (APP)33 3.2小結33 第四章 設計創作34 4.1創作方向分析34 4.2設計創作概念37 4.2.1設計創作之遊戲化框架37 4.2.2設計創作前期專家討論38 4.2.3設計概念-Vitopa兒童視力訓練組39 4.2.4設計概念-產品使用說明40 4.2.5設計概念-產品操作模式43 4.2.6設計概念-四種知覺學習活動45 4.3設計概念-互動繪本完整內容49 4.4設計概念-產品規格65 4.5原型製作68 第五章 設計創作驗證72 5.1實驗目的72 5.2實驗流程74 5.3受測者資料75 5.4產品使用說明76 5.5實驗結果79 5.5.1 每週操作時間的變化79 5.5.2 單一受測者操作時間的變化81 5.5.3 小結83 5.5.4四種知覺學習活動的操作時間差異84 5.5.5小結85 5.5.6知覺學習活動的喜好度86 5.5.7 小結88 第六章 設計創作發現89 6.1 實驗結果統整89 6.2 受測家長問卷訪談91 6.3專家訪談95 6.4 設計創作發現總結98 第七章 結論與建議100 7.1結論100 7.2設計創作作品建議101 7.3後續作品建議102 參考文獻103 網路資料111 附件(一)「Vitopa」使用心得與活動特性評估113 附件(二) 受測者家長訪談大綱116

    英文資料
    1. Alotaibi, A. G., Fawazi, S. M., Alenazy, B. R., & Abu-Amero, K. K. (2012). Outcomes of 3 hours part-time occlusion treatment combined with near activities among children with unilateral amblyopia. Saudi Medical Journal. 33(4), 395-398.

    2. American Academy of Ophthalmology. (2008). A randomized trial of near versus distance activities while patching for amblyopia in children aged 3 to less than 7 years. Ophthalmology, 115(11), 2071-2078.
    https://doi.org/10.1016/j.ophtha.2008.06.031

    3. Attebo, K., Mitchell, P., Cumming, R., Smith, W., Jolly, N., & Sparkes, R. (1998). Prevalence and causes of amblyopia in an adult population. Ophthalmology. 105(1), 154-159.
    https://doi.org/10.1016/s0161-6420(98)91862-0

    4. Barbosa, M. C., Ávila, M. P. D., Isaac, D. L. C., Rebouças, M. C., Salviano, L. M. O., Nassaralla Neto, J. J., Teixeira, C. C., Luzini, R. R., & Trentin, C. O. (2020). Strabismic amblyopia: compliance with occlusion treatment in a tertiary hospital in Midwestern Brazil. Rev Bras Oftalmol, 79(5), 302-308.
    https://doi.org/10.5935/0034-7280.20200065

    5. Basak, R., & Yaman, S. (2023). Effect of frostig visual perception training program on visual perception skills of first graders. International Journal of Education and Literacy Studies, 11(4), 190-204.
    https://doi.org/10.7575/aiac.ijels.v.11n.4p.190

    6. Bloch, D., & Wick, B. (1991). Differences between strabismic and anisometropic amblyopia: research findings and impact on management. Problems in Optometry, 3, 276-292.

    7. Bostan, B., & Öğüt, S. (2009, June 29 - July 3). Game challenges and difficulty levels: lessons learned from RPGs. [Paper presentation]. ISAGA 2009: 40th International Conference of ISAGA (International Simulation and Gaming Association), Singapore.
    https://www.academia.edu/795475/Game_challenges_and_difficulty_levels_lessons_learned_From_RPGs

    8. Boy Scouts of America. (2022). Guide To Awards And Insignia. Author.

    9. Chen, A. M., & Cotter, S. A. (2016). The amblyopia treatment studies : implications for Clinical Practice. Advances in Ophthalmology and Optometry, 1(1), 287-305.
    https://doi.org/10.1016/j.yaoo.2016.03.007

    10. Cotter, S. A., Foster, N. C., Holmes, J. M., Melia, B. M., Wallace, D. K., Repka, M. X., Tamkins, S. M., Kraker, R. T., Beck, R. W., Hoover, D. L., Crouch, E. III., Miller, A. M., Morse, C. L., & Suh, D. W. (2012). Optical treatment of strabismic and combined strabismic-anisometropic amblyopia. Ophthalmology, 119(1), 150-158.
    https://doi.org/10.1016/j.ophtha.2011.06.043

    11. Cruz, O. A., Repka, M. X., Hercinovic, A., Cotter, S. A., Lambert, S. R., Hutchinson, A. K., Sprunger, D. T., Morse, C. L., & Wallace, D. K. (2023). Amblyopia preferred practice pattern. Ophthalmology, 130(3), 136.

    12. Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May 7 - 12). Gamification: using game-design elements in non-gaming contexts. CHI EA '11: CHI '11 Extended Abstracts on Human Factors in Computing Systems. New York, NY, United States. https://doi.org/10.1145/1979742.1979575

    13. Dixon-Woods, M., Awan, M., & Gottlob, I. (2006). Why is compliance with occlusion therapy for amblyopia so hard? A qualitative study. Archives of Disease in Childhood, 91(6), 491-494. https://doi.org/10.1136/adc.2005.090373

    14. Dumas, J. S., & Redish, J. C. (1993). A Practical Guide to Usability Testing. Greenwood Publishing Group Inc.

    15. Gao, T. Y., Anstice, N., Babu, R. J., Black, J. M., Bobier, W. R., Dai, S., Guo, C, X., Hess, R. F., Jenkins, M., Jiang, Y., Kearns, L., Kowal, L., Lam, C. S. Y., Pang, P. C. K., Parag, V., South, J., Staffieri, S. E., Wadham, A., Walker, N., Thompson, B., & Binocular Treatment of Amblyopia Using Videogames (BRAVO) Study Team. (2018). Optical treatment of amblyopia in older children and adults is essential prior to enrolment in a clinical trial. Ophthalmic and Physiological Optics, 38(2), 129-143.
    https://doi.org/10.1111/opo.12437

    16. Gibson, E. J. (1963). Perceptual learning. Annual Review of Psychology, 14(1), 29-56.
    https://doi.org/10.1146/annurev.ps.14.020163.000333

    17. Holmes, J. M., Beck, R. W., Kraker, R. T., Astle, W. F., Birch, E. E., Cole, S. R., Cotter, S. A., Donahue, S., Everett, D. F., Hertle, R. W., Keech, R. V., Paysse, E., Quinn, G. F., Repka, M. X., Scheiman, M. M., & Pediatric Eye Disease Investigator Group (2004). Risk of amblyopia recurrence after cessation of treatment. Journal of AAPOS : The Official Publication of The American Association for Pediatric Ophthalmology and Strabismus, 8(5), 420–428. https://doi.org/10.1016/S1091853104001612

    18. Holmes, J. M., & Clarke, M. P. (2006). Amblyopia. The Lancet, 367(9519), 1343-1351.
    https://doi.org/10.1016/S0140-6736(06)68581-4

    19. Holmes, J. M., & Pediatric Eye Disease Investigator Group. (2005). A randomized pilot study of near activities versus non-near activities during patching therapy for amblyopia. Journal of American Association for Pediatric Ophthalmology and Strabismus, 9(2), 129-136.https://doi.org/10.1016/j.jaapos.2004.12.014

    20. Hunicke, R., Leblanc, M., & Zubek, R. (2004, January 1). MDA: A formal approach to game design and game research. Game Design and Tuning Workshop at the Game Developers Conference, San Jose, CA, United States.
    https://www.researchgate.net/publication/228884866_MDA_A_Formal_Approach_to_Game_Design_and_Game_Research

    21. Hutton, J. S., Dudley, J., Horowitz-Kraus, T., DeWitt, T., & Holland, S. K. (2020). Associations between screen-based media use and brain white matter integrity in preschool-aged children. JAMA Pediatrics, 174(1), e193869.
    http://doi.org/10.1001/jamapediatrics.2019.3869

    22. Jefferis, J. M., Connor, A. J., & Clarke, M. P. (2015). Amblyopia. British Medical Journal, 351, h5811. https://doi.org/10.1136/bmj.h5811

    23. Li, R. W., Klein, S. A., & Levi, D. M. (2008). Prolonged perceptual learning of positional acuity in adult amblyopia : perceptual template retuning dynamics. Journal of Neuroscience, 28(52), 14223-14229.
    https://doi.org/10.1523/JNEUROSCI.4271-08.2008

    24. Li, R. W., Ngo, C., Nguyen, J., & Levi, D. M. (2011). Video-Game play induces plasticity in the visual system of adults with amblyopia. PLOS Biology, 9(8), e1001135.
    https://doi.org/10.1371/journal.pbio.1001135

    25. Loudon, S. E., & Simonsz, H. J. (2005). The history of the treatment of amblyopia. Strabismus, 13(2), 93-106. https://doi.org/10.1080/09273970590949818

    26. Lu, Z., Huang, Y. C., Cui, B., & Hsiao, K. J. (2020, June 27-29). Research on Green Modular Design. The 3rd International Conference on Electrical Engineering and Green Energy, Munich, Germany. https://doi.org/10.1051/e3sconf/202018603005

    27. Maconachie, G. D., & Gottlob, I. (2015). The challenges of amblyopia treatment. Biomedical Journal, 38(6), 510-516. https://doi.org/10.1016/j.bj.2015.06.001
    28. Marczewski, A. (2013). Gamification: A Simple Introduction. Author.

    29. McConaghy, J. R., & McGuirk, R. (2019). Amblyopia: detection and treatment. American Family Physician, 100(12), 745-750.

    30. Martín-González, S., Portela-Camino, J., Ruiz-Alcocer, J., Illarramendi-Mendicute, I., & Garrido-Mercado, R. (2020). Stereoacuity Improvement using Random-Dot Video Games. Journal of Visualized Experiments, 155, e60236.
    https://doi.org/10.3791/60236

    31. Norris, J. H., Pilling, R. F., & Hook, J. (2009). An audit of the Royal College of ophthalmologists strabismic amblyopia treatment protocol: a departmental review. Strabismus, 17(2), 78-81. https://doi.org/10.1080/09273970902882849

    32. Park, K. H., Hwang, J. M., & Ahn, J. K. (2004). Efficacy of amblyopia therapy initiated after 9 years of age. Eye, 18(6), 571-574. https://doi.org/10.1038/sj.eye.6700671

    33. Park, S. H. (2019). Current management of childhood amblyopia. Korean Journal of Ophthalmology, 33(6), 557-568. https://doi.org/10.3341/kjo.2019.0061

    34. Papageorgiou, E., Asproudis, I., Maconachie, G., Tsironi, E. E., & Gottlob, I. (2019). The treatment of amblyopia: current practice and emerging trends. Graefe's Archive for Clinical and Experimental Ophthalmology, 257(5), 1061-1078.
    https://doi.org/10.1007/s00417-019-04254-w

    35. Prensky. M. (2001). True believers: Digital game-based learning in the military. Digital Game-Based Learning, 10, 295-316.

    36. Reddy, R. H. (1983). Cam vision stimulator in the treatment of strabismic and anisometropic amblyopia. Indian Journal of Ophthalmology, 31(4), 363-365.

    37. Repka, M. X., Beck, R. W., Holmes, J. M., Birch, E. E., Chandler, D. L., Cotter, S. A., Hertle, R. W., Kraker, R. T., Moke, P. S., Quinn, G. E., Scheiman, M. M., & Pediatric Eye Disease Investigator Group (2003). A randomized trial of patching regimens for treatment of moderate amblyopia in children. Archives of Ophthalmology, 121(5), 603-611. https://doi.org/10.1001/archopht.121.5.603

    38. Rodán, A., Marroquín, E. C., & García, L. C. J. (2022). An updated review about perceptual learning as a treatment for amblyopia. Journal of Optometry, 15(1), 3-34.
    https://doi.org/10.1016/j.optom.2020.08.002

    39. Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: How to plan, design, and conduct effective tests (2nd ed.). Wiley.

    40. Salhieh, S. E. M., & Kamrani, A. K. (2008). Collaborative Engineering: Theory and Practice. Springer.
    https://doi.org/10.1007/978-0-387-47321-5_10

    41. Scheiman, M. M., Hertle, R. W., Beck, R. W., Edwards, A. R., Birch, E., Cotter, S. A., Crouch, E. R., Jr, Cruz, O. A., Davitt, B. V., Donahue, S., Holmes, J. M., Lyon, D. W., Repka, M. X., Sala, N. A., Silbert, D. I., Suh, D. W., Tamkins, S. M., & Pediatric Eye Disease Investigator Group. (2005). Randomized trial of treatment of amblyopia in children aged 7 to 17 years. Archives of Ophthalmology, 123(4), 437-447.
    https://doi.org/10.1001/archopht.123.4.437

    42. Sen, S., Singh, P., & Saxena, R. (2022). Management of amblyopia in pediatric patients: Current insights. Eye, 36(1), 44-56.
    https://doi.org/10.1038/s41433-021-01669-w

    43. Shah, S., Shah, M., Purohit, A., & Khanguda, V. (2022). Perceptual learning with hand-eye coordination as an effective tool for managing amblyopia: A prospective study. Indian Journal of Ophthalmology, 70(10), 3630-3633.
    https://doi.org/10.4103/ijo.IJO_852_22.

    44. Stewart, C. E., Moseley, M. J., Georgiou, P., & Fielder, A. R. (2017). Occlusion dose monitoring in amblyopia therapy: status, insights, and future directions, Journal of American Association for Pediatric Ophthalmology and Strabismus, 21(5), 402-406.
    https://doi.org/10.1016/j.jaapos.2017.06.018

    45. Waddell, F. (2005). The Case Against Trading Stamps. Journal of Consumer Affairs, 2(1), 21-38.
    https://doi.org/10.1111/j.1745-6606.1968.tb00769.x

    46. Wang, J., Jin, J., Malik, A., Shoge, R., Meiyeppen, S., Pang, Y., Allen, M., Scombordi, B., Soni, A., Neely, D. E., & Januschowski, K. (2019). Feasibility of monitoring compliance with intermittent occlusion therapy glasses for amblyopia treatment. Journal of American Association for Pediatric Ophthalmology and Strabismus, 23(4), 205.e1-205.e5.
    https://doi.org/10.1016/j.jaapos.2019.04.009

    47. Williams, C. (2009). Amblyopia. British Medical Journal Clinical Evidence, 2009: 0709.
    https://doi.org/10.1055/s-0029-1217240

    48. Yazdani, N., Sadeghi, R., Momeni-Moghaddam, H., Zarifmahmoudi, L., Ehsaei, A., & Barrett, B. T. (2017). Part-time versus full-time occlusion therapy for treatment of amblyopia: A meta-analysis. Journal of Current Ophthalmology, 29(2), 76-84.
    https://doi.org/10.1016/j.joco.2017.01.006

    49. Yeh, W. H., Lai, L. J., Chang, D. W., Lin, W. S., Lin, G. M., & Shaw, F. Z. (2021). Portable rotating grating stimulation for anisometropic amblyopia with 6 months training. Scientific Reports, 11(1), 11430.
    https://doi.org/10.1038/s41598-021-90936-7

    50. Ying, G. S., Maguire, M. G., Cyert, L. A., Ciner, E., Quinn, G. E., Kulp, M. T., Orel-Bixler, D., Moore, B., & Vision In Preschoolers (VIP) Study Group. (2014). Prevalence of vision disorders by racial and ethnic group among children participating in head start. Ophthalmology, 121(3), 630-636.
    https://doi.org/10.1016/j.ophtha.2013.09.036

    網路資料
    1. 吳育宏 (2023)。2023年ESG數位轉型的五大趨勢。ESGTW台灣永續網。
    取自:https://www.esgtw.net/2023-esg-5-trends/#%E6%A8%A1%E7%B5%84%E5%8C%96_%E9%99%8D%E4%BD%8E%E6%95%B4%E9%AB%94%E6%88%90%E6%9C%AC

    2. 英國保誠人壽 (2020) 。兒童3C使用大調查。
    取自:https://www.pcalife.com.tw/zh/.galleries/PDF/news/2020/20201103.pdf

    3. 高雄榮民總醫院 (2023)。弱視-弱視訓練。高雄榮民總醫院官方網站。
    取自: https://org.vghks.gov.tw/oph/News_Content.aspx?n=08ADECCA86537C23&sms=5D2CDAEC8F5F19BB&s=5EDCB810B9A5DA84#

    4. 財團法人醫藥品查驗中心 (2018) 。藥品審查【臨床】臨床試驗案之「療效指標」如何選擇 ?。財團法人醫藥品查驗中心網站。
    取自:https://www.pcalife.com.tw/zh/.galleries/PDF/news/2020/20201103.pdf

    5. 衛生福利部國民健康署-婦幼健康組 (2018)。幼童手機使用率超過4成近視防治家長動起來。衛生福利部國民健康署。
    取自:https://www.cde.org.tw/faq/faq_more?id=1080

    6. Don Norman and Jakob Nielsen (2021). The Definition of User Experience (UX). Nielsen Norman Group.
    Retrieved from https://www.nngroup.com/articles/definition-user-experience/

    7. Innovative Eye Care (2020), Vision Training with Focusing Flippers.
    Retrieved from https://www.innovativeeyecare.com.au/patient-resources/vision-training-with-focusing-flippers

    8. LEGO Group (2023), The LEGO Group History, LEGO official website
    Retrieved from https://www.lego.com/en-us/aboutus/lego-group/the-lego-group-history

    9. National Eye Institute. (2022). Amblyopia (Lazy Eye).
    Retrieved from https://www.nei.nih.gov/health/amblyopia

    10. Nick Babich (2020). The UX Design Process: Everything You Need to Know.
    Retrieved from https://xd.adobe.com/ideas/guides/ux-design-process-steps/

    11. Nielsen, J. (2000). Why You Only Need to Test with 5 Users. Nielsen Norman Group.
    Retrieved from https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/

    12. Stanford University d.school (2021). Get Started with Design Thinking.
    Retrieved from https://dschool.stanford.edu/resources/getting-started-with-design-thinking

    13. Tiger tribe (2022), Tiger tribe official website.
    Retrieved from https://tigertribe.com.au/

    14. United Nations Children's Fund (UNICEF) (2021), Babies need humans, not screens.
    Retrieved from https://www.unicef.org/parenting/child-development/babies-screen-time

    無法下載圖示
    全文公開日期 2026/05/24 (校外網路)

    QR CODE