Innovation Humanities and Social Sciences Research (IHSSR)

Publisher:ISCCAC

Research on the Design of a Balance Between Education and Entertainment in Study-Travel Products Based on AHP-FCE
Volume 21, Issue 12 (Part 2), 2025
Authors

Yanqi Chen, Hongxiang Song, Zhixiong Huang

Corresponding Author

Zhixiong Huang

Publishing Date

December 31, 2025

Keywords

Game chess, Research-based Educational Cultural Products, Kansei Engineering(KE), Kawakita Jiro(KJ), Analytic Hierarchy Process(AHP), Fuzzy Comprehensive Evaluation(FCE).

Abstract

Addressing the challenge of balancing educational and recreational elements in the design of educational travel products, this study proposes a quantitative design method based on the Analytic Hierarchy Process (AHP) combined with Fuzzy Comprehensive Evaluation (FCE). Through user research, emotional needs are identified, and the Kawakita Jiro (KJ) method is employed for demand clustering to establish a mapping relationship between emotional vocabulary and design elements. A hierarchical analysis model is then constructed to determine the weights of these elements. Using the Maritime Silk Road culture case study, the Fuzzy Comprehensive Evaluation (FCE) method is applied to comprehensively evaluate the design proposals, validating the effectiveness of the “culture as the core, interaction as the medium, and practicality as the foundation” design strategy. The developed research-based educational cultural board game prototype achieves an organic integration of educational functions and entertainment experiences. The research findings not only provide quantifiable decision-making criteria for the balanced design of cultural and creative products, but also expand the application paradigm of emotional engineering in the cultural and creative field, while offering practical references for the innovative transformation of traditional culture.


Copyright

© 2025, the Authors. Published by ISCCAC

Open Access

This is an open access article distributed under the CC BY-NC license