Wiki source code of Claims

Version 17.1 by Aleksanteri Hämäläinen on 2022/04/03 17:00

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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
7
8 {{html}}
9 <table>
10 <thead>
11 <tr>
12 <td>
13 <strong>ID</strong>
14 </td>
15 <td>
16 <strong>Claim</strong>
17 </td>
18 <td>
19 <strong>Explanation</strong>
20 </td>
21 </tr>
22 <thead>
23 <tbdody>
24 <tr>
25 <td>
26 CL001
27 </td>
28 <td>
29 The PwD is not startled by the activation of the robot if music is played at the start
30 </td>
31 <td>
32 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.
33 </td>
34 </tr>
35 <tr>
36 <td>
37 CL002
38 </td>
39 <td>
40 The robot is pleasant to interact with, as the interaction is in the format of a discussion and not a reminder
41 </td>
42 <td>
43 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.
44 </td>
45 </tr>
46 <tr>
47 <td>
48 CL003
49 </td>
50 <td>
51 The PwD feels less alone because NAO is providing them company
52 </td>
53 <td>
54 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.
55 </td>
56 </tr>
57 <tr>
58 <td>
59 CL004
60 </td>
61 <td>
62 The PwD is encouraged to have some food by NAO
63 </td>
64 <td>
65 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 hunger wise might make the PwD realize that they are actually hungry, and could eat something.
66 </td>
67 </tr>
68 <tr>
69 <td>
70 CL005
71 </td>
72 <td>
73 The PwD is encouraged to drink
74 </td>
75 <td>
76 The same as as CL004 for drinking.
77 </td>
78 </tr>
79 <tr>
80 <td>
81 CL006
82 </td>
83 <td>
84 The music makes the task more enjoyable
85 </td>
86 <td>
87 Playing music the PwD likes hopefully makes eating a meal more enjoyable, which will make the PwD actually want to eat their meals more.
88 </td>
89 </tr>
90 </tbody>
91 </table>
92 {{/html}}