We present the participatory design process of a robotic tutor of assistive sign language for children with autism spectrum disorder (ASD). Robots have been used in autism therapy, and to teach sign language to neurotypical children. The application of teaching assistive sign language-the most common form of assistive and augmentative communication used by people with ASD-is novel. The robot's function is to prompt children to imitate the assistive signs that it performs. The robot was therefore co-designed to appeal to children with ASD, taking into account the characteristics of ASD during the design process: impaired language and communication, impaired social behavior, and narrow flexibility in daily activities. To accommodate these characteristics, a multidisciplinary team defined design guidelines specific to robots for children with ASD, which were followed in the participatory design process. With a pilot study where the robot prompted children to imitate nine assistive signs, we found support for the effectiveness of the design. The children successfully imitated the robot and kept their focus on it, as measured by their eye gaze. Children and their companions reported positive experiences with the robot, and companions evaluated it as potentially useful, suggesting that robotic devices could be used to teach assistive sign language to children with ASD.
Design teams of social robots are often multidisciplinary, due to the broad knowledge from different scientific domains needed to develop such complex technology. However, tools to facilitate multidisciplinary collaboration are scarce. We introduce a framework for the participatory design of social robots and corresponding canvas tool for participatory design. The canvases can be applied in different parts of the design process to facilitate collaboration between experts of different fields, as well as to incorporate prospective users of the robot into the design process. We investigate the usability of the proposed canvases with two social robot design case studies: a robot that played games online with teenage users and a librarian robot that guided users at a public library. We observe through participants’ feedback that the canvases have the advantages of (1) providing structure, clarity, and a clear process to the design; (2) encouraging designers and users to share their viewpoints to progress toward a shared one; and (3) providing an educational and enjoyable design experience for the teams.
Recent research is emerging in the field of Social Robotics where robots have the potential to serve as tools to improve human well-being. However, research exploring the expectations and perceptions of prospective users of such robots, and the professionals who currently deliver these interventions, is limited. In this paper, we present qualitative analysis of discussions with prospective users and experienced coaches regarding the design of robot well-being coaches. We invited participants interested in well-being practices to take-part in a Participatory Design (PD) study, consisting of individual interviews and a focus group discussion (N P = 8). Discussions focused on ideating how a robot could function as a mental well-being coach, based on their experiences with well-being practices. Data triangulation was employed by interviewing three professional coaches as additional sources of information. This resulted in a rich set of data, which we transcribed and analysed using Thematic Analysis (TA). The developed themes regarding robot features, form, behaviours, robot-led well-being practices, and the advantages and disadvantages these could provide, were compiled and are discussed in detail. We present this data together with tabulated quotes from the participants and coaches, to pave the way towards designing robot coaches that can provide supportive interventions to improve the mental health and well-being of their users.
Sustaining real-world human-robot interactions requires robots to be sensitive to human behavioural idiosyncrasies and adapt their perception and behaviour models to cater to these individual preferences. For affective robots, this entails learning to adapt to individual affective behaviour to offer a personalised interaction experience to each individual. Continual Learning (CL) has been shown to enable real-time adaptation in agents, allowing them to learn with incrementally acquired data while preserving past knowledge. In this work, we present a novel framework for real-world application of CL for modelling personalised human-robot interactions using a CL-based affect perception mechanism. To evaluate the proposed framework, we undertake a proof-of-concept user study with 20 participants interacting with the Pepper robot using three variants of interaction behaviour: static and scripted, using affect-based adaptation without personalisation, and using affect-based adaptation with continual personalisation. Our results demonstrate a clear preference in the participants for CL-based continual personalisation with significant improvements observed in the robot's anthropomorphism, animacy and likeability ratings as well as the interactions being rated significantly higher for warmth and comfort as the robot is rated as significantly better at understanding how the participants feel.
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