Changes for page IDP: Motivate the PwD

Last modified by Varun Singh on 2023/04/05 19:35

From version 1.1
edited by Ruud de Jong
on 2023/02/13 12:00
Change comment: Imported from XAR
To version 2.1
edited by Varun Singh
on 2023/03/14 12:30
Change comment: There is no comment for this version

Summary

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Title
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1 -IDP: Explain a Group Activity
1 +IDP: Help PwD to paint
Author
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1 -xwiki:XWiki.RuuddeJong
1 +XWiki.varunsingh3000
Content
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1 -**Design problem: **The specific role of the [[Humanoid Robot>>doc:Main.c\. Technology.Humanoid Robot.WebHome]] (e.g., Pepper)  in the group activity (e.g., a game) and the game or activity to play, are not yet known to the [[Person with Dementia>>doc:Main.sdf.Stakeholders.Person with Dementia.WebHome]] (i.e., the participants). The participants do not know how the activity has to be played and how they should participate.
1 +**Design problem: **The PwD would like to paint but is not as active as it used to be because of the dementia condition. The Pepper robot in this case helps them to perform the activity and provides meaningful guidance and suggestions while they are doing the activity.
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3 -**Design solution:** In this design pattern, the robot follows a monologue texplain the activity and what the participants are expected to do in the session. After this monologue, the robot asks for confirmation about whether or not the explanation has been understood. If this is not the case, the explanation is repeated. The tone of the robot remains friendly and uses open gestures to make the interaction less formal.
3 +**Design solution:** In this design pattern, the robot first instantiates the interaction by first asking the PwD whether they want to perform the painting activity and then at certain milestones of the painting. The suggestions would not be annoying or too frequent so as to not cause annoyance but at proper intervals. The robot's tone remains friendly and uses open gestures to make the interaction less formal.
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5 -**Use when: **After the introduction but before the start of an activity, when participants are unfamiliar with the goal of the interaction.
5 +**Use when: **After the introduction but before the start of an activity, when PwD is unfamiliar with the flow of the interaction.
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7 7  **Design rationale: **This design pattern follows the Didactic Communication pattern introduced by Khan et al., where there is a transmission of information from the robot to the human agent. By explaining the activity, participants will know what to expect and how they can participate in the activity.
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