Changes for page Claims

Last modified by Marlein Vogels on 2022/04/05 19:49

From version Icon 19.1 Icon
edited by Aleksanteri Hämäläinen
on 2022/04/03 17:30
Change comment: There is no comment for this version
To version Icon 12.1 Icon
edited by Aleksanteri Hämäläinen
on 2022/04/03 16:34
Change comment: There is no comment for this version

Summary

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1 -The claims listed in the table below focus on the wellbeing of the PwD and their interaction with NAO as they were deemed as the most critical. Verifying claims concerning the family of the PwD and possible HCPs would be important for the functioning of a more complete product, but were omitted at this time as they could not be evaluated.
1 +CL001: The PwD is not startled
2 +CL002: The robot is pleasant to interact with
3 +CL003: The PwD feels less alone
4 +CL004: The PwD is encouraged to have some food
5 +CL005: The music makes the task more enjoyable
6 +CL006: The PwD is encouraged to drink
2 2  
3 3  {{html}}
4 4  <table>
... ... @@ -15,71 +15,71 @@
15 15  </td>
16 16  </tr>
17 17  <thead>
18 -<tbody>
23 +<tbdody>
19 19  <tr>
20 20  <td>
21 -CL001
26 +CL01
22 22  </td>
23 23  <td>
24 24  The PwD is not startled by the activation of the robot if music is played at the start
25 25  </td>
26 26  <td>
27 -The sudden activation might startle the PwD, if they believe to be alone at home and someone starts speaking out of nowhere. The music is a gentle announcement of NAOs activation, and in the long term could form an association with NAOs primary function: reminding the PwD to eat and drink.
32 +AAAAAAAAAAAAAAA
28 28  </td>
29 29  </tr>
30 30  <tr>
31 31  <td>
32 -CL002
37 +CL02
33 33  </td>
34 34  <td>
35 35  The robot is pleasant to interact with, as the interaction is in the format of a discussion and not a reminder
36 36  </td>
37 37  <td>
38 -A PwD might become annoyed or angry when confronted about things they have forgot. Even more so if they actually did remember to do it. The way NAO conducts the interactions converse is hopefully seen as a pleasent conversation instead of an recurring reminder.
43 +AAAAAAAAAAAAAAA
39 39  </td>
40 40  </tr>
41 41  <tr>
42 42  <td>
43 -CL003
48 +CL03
44 44  </td>
45 45  <td>
46 46  The PwD feels less alone because NAO is providing them company
47 47  </td>
48 48  <td>
49 -While not an actual person, having a conversation with NAO will give the PwD a feeling that they have some company, which might alleviate possible feelings of loneliness.
54 +AAAAAAAAAAAAAAA
50 50  </td>
51 51  </tr>
52 52  <tr>
53 53  <td>
54 -CL004
59 +CL04
55 55  </td>
56 56  <td>
57 57  The PwD is encouraged to have some food by NAO
58 58  </td>
59 59  <td>
60 -In the case the PwD knows they haven't eaten, NAOs more direct prompt that it would be good to eat and a reminder where/what food there is, should help the PwD to have food. If they cannot remember if they ate or think they have eaten but actually haven't the more indirect method of asking the PwD how they are feeling might make the PwD realize that they are actually hungry, and could eat something.
65 +AAAAAAAAAAAAAAA
61 61  </td>
62 62  </tr>
63 63  <tr>
64 64  <td>
65 -CL005
70 +CL05
66 66  </td>
67 67  <td>
68 68  The PwD is encouraged to drink
69 69  </td>
70 70  <td>
71 -The same as as CL004 for drinking.
76 +AAAAAAAAAAAAAAA
72 72  </td>
73 73  </tr>
74 74  <tr>
75 75  <td>
76 -CL006
81 +CL06
77 77  </td>
78 78  <td>
79 79  The music makes the task more enjoyable
80 80  </td>
81 81  <td>
82 -Playing music the PwD likes hopefully makes eating a meal more enjoyable, which will make the PwD actually want to eat their meals more.
87 +AAAAAAAAAAAAAAA
83 83  </td>
84 84  </tr>
85 85  </tbody>