97,187 research outputs found

    Temporal Patterns in Multi-modal Social Interaction between Elderly Users and Service Robot

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    Social interaction, especially for older people living alone is a challenge currently facing human-robot interaction (HRI). User interfaces to manage service robots in home environments need to be tailored for older people. Multi-modal interfaces providing users with more than one communication option seem promising. There has been little research on user preference towards HRI interfaces; most studies have focused on utility and functionality of the interface. In this paper, we took both objective observations and participants’ opinions into account in studying older users with a robot partner. Our study was under the framework of the EU FP7 Robot-Era Project. The developed dual-modal robot interface offered older users options of speech or touch screen to perform tasks. Fifteen people aged from 70 to 89 years old, participated. We analyzed the spontaneous actions of the participants, including their attentional activities (eye contacts) and conversational activities, the temporal characteristics (timestamps, duration of events, event transitions) of these social behaviours, as well as questionnaires. This combination of data distinguishes it from other studies that focused on questionnaire ratings only. There were three main findings. First, the design of the Robot-Era interface was very acceptable for older users. Secondly, most older people used both speech and tablet to perform the food delivery service, with no difference in their preferences towards either. Thirdly, these older people had frequent and long-duration eye contact with the robot during their conversations, showing patience when expecting the robot to respond. They enjoyed the service. Overall, social engagement with the robot demonstrated by older people was no different from what might be expected towards a human partner. This study is an early attempt to reveal the social connections between human beings and a personal robot in real life. Our observations and findings should inspire new insights in HRI research and eventually contribute to next-generation intelligent robot developmen

    Enhancing quality of life: Human-centered design of mobile and smartwatch applications for assisted ambient living

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    Background: Assisted ambient living interfaces are technologies designed to improve the quality of life for people who require assistance with daily activities. They are crucial for individuals to maintain their independence for as long as possible. To this end, these interfaces have to be user-friendly, intuitive, and accessible, even for those who are not techsavvy. Research in recent years indicates that people find it uncomfortable to wear invasive or large intrusive devices to monitor health status, and poor user interface design implies a lack of user engagement. Methods: This paper presents the design and implementation of non-intrusive mobile and smartwatch applications for detecting older adults when executing their routines. The solution uses an intuitive mobile application to set up beacons and incorporates biometric data acquired from the smartwatch to measure bio-signals correlated to the user’s location. User testing and interface evaluation are carried out using the User Experience Questionnaire (UEQ). Results: Six older adults participated in the evaluation of the interfaces. Results show that users found the interaction to be excellent in all the parameters of the UEQ in the evaluation of the mobile interface. For the smartwatch application, results vary from above average to excellent. Conclusions: The applications are intuitive and easy to use, and data obtained from integrating systems is essential to link information and provide feedback to the user.info:eu-repo/semantics/publishedVersio

    Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach

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    This paper presents a new method of engaging older participants in the process of application and IT solutions development for older adults for emerging IT and tech startups. A new method called SPIRAL (Support for Participant Involvement in Rapid and Agile software development Labs) is proposed which adds both sustainability and flexibility to the development process with older adults. This method is based on the participatory approach and user empowerment of older adults with the aid of a bootstrapped Living Lab concept and it goes beyond well established user-centered and empathic design. SPIRAL provides strategies for direct involvement of older participants in the software development processes from the very early stage to support the agile approach with rapid prototyping, in particular in new and emerging startup environments with limited capabilities, including time, team and resources

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Smart Conversational Agents for Reminiscence

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    In this paper we describe the requirements and early system design for a smart conversational agent that can assist older adults in the reminiscence process. The practice of reminiscence has well documented benefits for the mental, social and emotional well-being of older adults. However, the technology support, valuable in many different ways, is still limited in terms of need of co-located human presence, data collection capabilities, and ability to support sustained engagement, thus missing key opportunities to improve care practices, facilitate social interactions, and bring the reminiscence practice closer to those with less opportunities to engage in co-located sessions with a (trained) companion. We discuss conversational agents and cognitive services as the platform for building the next generation of reminiscence applications, and introduce the concept application of a smart reminiscence agent

    Improving public services through open data: public toilets

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    Bichard’s work for the TACT3 project (Bichard REF Output 3) found that UK toilet provision is not centrally collated and no national map or database of toilets exists. In contrast, the UK government’s white paper Open Public Services (2011) emphasised its commitment to incorporating the use of Open Data in public services provision that could be tailored to community preferences, and therefore be more sustainable. Incorporating Open Data on public toilet provision, Bichard and Knight (RCA) developed The Great British Public Toilet Map (GBPTM). Whilst a number of other websites and applications map toilets by ‘crowd surfing’, GBPTM is entirely populated by Open Data, and not only uses the data as information for users, but informs members of the public that such information is available and accessible for their use. This paper presents the development of the GBPTM, including inclusive design research and studies that compare accuracy of information directly provided by users with Open Data collected by local authorities. It suggests that, to meet the health and well-being of an ageing population, a sustainable and cost-effective solution must be found for ‘publicly accessible’ toilet provision, including opening up provision beyond that ‘for customers only’ and providing accurate information on current public provision. The paper highlights the barriers encountered in the production of Open Data by local authorities. A review of the paper in the journal Civil Engineering (May 2013) described the design of the GBPTM as a ‘simple and elegant solution’. The development of a digital output and an understanding of digitally based research led to Bichard’s successful submission to an EPSRC Digital Economy sandpit, in which she developed an interdisciplinary project with the Universities of Newcastle, Bournemouth and the West of England. The project, Family Rituals 2.0, secured £750,000 in research funding with Bichard as co-investigator (2013–15)

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft
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