Wiki source code of Claims

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

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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.
2
3 {{html}}
4 <table>
5 <thead>
6 <tr>
7 <td>
8 <strong>ID</strong>
9 </td>
10 <td>
11 <strong>Claim</strong>
12 </td>
13 <td>
14 <strong>Explanation</strong>
15 </td>
16 </tr>
17 <thead>
18 <tbody>
19 <tr>
20 <td>
21 CL01
22 </td>
23 <td>
24 The PwD is not startled by the activation of the robot if music is played at the start
25 </td>
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.
28 </td>
29 </tr>
30 <tr>
31 <td>
32 CL02
33 </td>
34 <td>
35 The robot is pleasant to interact with, as the interaction is in the format of a discussion and not a reminder
36 </td>
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.
39 </td>
40 </tr>
41 <tr>
42 <td>
43 CL03
44 </td>
45 <td>
46 The PwD feels less alone because NAO is providing them company
47 </td>
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.
50 </td>
51 </tr>
52 <tr>
53 <td>
54 CL04
55 </td>
56 <td>
57 The PwD is encouraged to have some food by NAO
58 </td>
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.
61 </td>
62 </tr>
63 <tr>
64 <td>
65 CL05
66 </td>
67 <td>
68 The PwD is encouraged to drink
69 </td>
70 <td>
71 The same as as CL004 for drinking.
72 </td>
73 </tr>
74 <tr>
75 <td>
76 CL06
77 </td>
78 <td>
79 The music makes the task more enjoyable
80 </td>
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.
83 </td>
84 </tr>
85 </tbody>
86 </table>
87 {{/html}}