Changes for page IDP: Recommend a meaningful picture to paint
Last modified by Varun Singh on 2023/03/21 12:25
From version 3.1
edited by Varun Singh
on 2023/03/14 15:18
on 2023/03/14 15:18
Change comment:
There is no comment for this version
To version 2.1
edited by Varun Singh
on 2023/03/14 12:47
on 2023/03/14 12:47
Change comment:
There is no comment for this version
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... ... @@ -1,12 +1,12 @@ 1 -**Design problem: **The PwD like sto paintand was quiteenthusiasticaboutpaintingintheirpastlifebut because ofdementia theyareotas activeandcan sometimes forgetabout what madethem happy,whoheyare andtheiroverall identity.We would like tohelp them to maintaintheiridentityby engagingin thepainting activity which brought themjoyandto do that wefirstlike toremindthemto do theactivity.The Pepper robot in this case triestotriggerthestart of the activity.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. 2 2 3 -**Design solution:** In this design pattern, the robot first instantiates the interaction by first reminding the PwD about the painting activitypreferably duringtheir entertainment/breaktime. ThePwDcould befeelingboredorbelessmotivatedtodo somethingbutbecause the robot triedtoremind and engagehemtoperform the activity they wouldlikelybe inclined todo it.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. 4 4 5 -**Use when: ** Duringtheentertainment/breaktime whenthepatients are enjoying.5 +**Use when: **After the introduction but before the start of an activity, when PwD is unfamiliar with the flow of the interaction. 6 6 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. 8 8 9 -**Example: Pepper can during thebreaktimeapproachthe PwDandremind thembyaskingthemwhethertheywouldlike topaint.PwDcanchooseto then engage in the activityor not. If theydo decidetoengage thenusecase01 (link) will beexecuted.Iftheydecidetonotagein theactivitythen Pepperwould leavethemalonebutthen askthemaftersometimegainwhether theyhavechangedtheirmind.If theyrespondno again thenPepperwouldleave themalonefor good.**9 +**Example: **For our use case, Pepper triggers the activity using speech and hand gestures, which is to help the PwD paint. The speech rate is slightly lower than average considering the age and cognitive abilities of the participants. Pepper then explains the steps involved such as the style of the painting and the topic. Appropriate suggestions and instructions are given at proper intervals. Pepper confirms that the explanation is understood and if not, repeats the explanation. For detail on the parameter setting, see the Table below. 10 10 11 11 12 12 |=(% colspan="2" %)Parameter|=Choice|=Rationale