63 research outputs found

    The contribution of the user experiences goals for designing better cobots: a systematic literature review

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    Collaborative robots are an indispensable element of both industry 4.0 and industry 5.0, the latter of which gives special emphasis to the human facet of the human-robot collaboration. To facilitate such an interaction, attention should be given to the design of the cobot, including its interface, which enables communication with the user. Programming through the interface and performing a task with the robotic device are responsible for the user experience (UX), which comprises both pragmatic and hedonic aspects. In order to design the most positive experience for users, their perspectives must be considered, which is achieved through the identification of UX goals. In this respect, a systematic review was conducted to revise the UX goals present in the literature. The following seven UX goals were identified: safety, relationship, usability, inspiration, flexibility, efficiency, and accomplishment. These findings represent the first systematic categorization of UX goals for the specific design of cobots, that should empirically be tested.info:eu-repo/semantics/publishedVersio

    On the role of trust in child-robot interaction

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    In child-robot interaction, the element of trust towards the robot is critical. This is particularly important the first time the child meets the robot, as the trust gained during this interaction can play a decisive role in future interactions. We present an in-the-wild study where Polish kindergartners interacted with a Pepper robot. The videos of this study were analyzed for the issues of trust, anthropomorphization, and reaction to malfunction, with the assumption that the last two factors influence the children’s trust towards Pepper. Our results reveal children’s interest in the robot performing tasks specific for humans, highlight the importance of the conversation scenario and the need for an extended library of answers provided by the robot about its abilities or origin and show how children tend to provoke the robot

    Gaze Behavior, Believability, Likability and the iCat

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    The iCat is a user-interface robot with the ability to express a range of emotions through its facial features. This paper summarizes our research whether we can increase the believability and likability of the iCat for its human partners through the application of gaze behaviour. Gaze behaviour serves several functions during social interaction such as mediating conversation flow, communicating emotional information and avoiding distraction by restricting visual input. There are several types of eye and head movements that are necessary for realizing these functions. We designed and evaluated a gaze behaviour system for the iCat robot that implements realistic models of the major types of eye and head movements found in living beings: vergence, vestibulo ocular reflexive, smooth pursuit movements and gaze shifts. We discuss how these models are integrated into the software environment of the iCat and can be used to create complex interaction scenarios. We report about some user tests and draw conclusions for future evaluation scenarios

    Complex Pleasures: Designing Optional interactions for Public Spaces

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    This research aims to contribute to knowledge about the design of interactive systems sited in public spaces. In particular, the study concerns "optional interactions" where systems invite interaction from passers-by. These systems are action-orientated ratherthan goal-oriented, are designed to encourage engagement, and offer positive and rewarding experiences through the activity of interaction. This is in contrast to systems that provide functional services that are actively sought out by people, such as ticketvending machines or cash dispensers.This thesis asserts that this kind of optimal, designed experience can be examined and understood through comparisons with approaches taken by new-media artists working in interactive, technological media. Artists have different priorities, and use different methods to those employed by Human-Computer Interaction researchers, and this study aims to further understanding of the potential of these artistic approaches for interaction designers.The setting for these optional interaction systems is any public or semi-public environment, including museums, galleries, shopping centres, foyers and urban settings. As well as understanding the public and social context of these interactions, the experiential aspects of interaction are of primary importance in this study. The work is conducted with the aim of providing practical and theoretical resources to interaction designers tasked with creating engaging interactive systems that initiate and sustain experiences that are highly regarded by the participant. The thesis presents a designframework titled the Optional Interactions Design Framework

    Anthropomorphic Objects

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    This thesis exhibition is the culmination of an exploration of the uncanny through sculptures that evoke the sensation of a living presence. Each sculpture is also intended to convey some character or personality, and to this end, my work is influenced by puppetry. Though the works are human sized, they function as puppets in that they are posable and can be used for performance, but they are also robotic in that they have some autonomous motion and some reactive motion. My sculptures are based on the human form because the human form is at once most uncanny and also most relatable. Relatability is an important aspect of my work, as I use my humanoid sculptures to create playful interactive experiences for viewers, experiences that hinge on the uncanny and the illusion of presence
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