Changes for page IDP: Save a picture of the painting
Last modified by Varun Singh on 2023/03/14 15:54
From version 2.1
edited by Varun Singh
on 2023/03/14 12:47
on 2023/03/14 12:47
Change comment:
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To 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
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... ... @@ -1,12 +1,12 @@ 1 -**Design problem: **The PwD would like to paintbut isnot as active asitusedtobebecause ofthedementiacondition.ThePepperrobotin thiscase helpsthem toperform theactivity andprovidesmeaningfulguidance andsuggestionswhile they aredoing the activity.1 +**Design problem: **The PwD likes to paint and was quite enthusiastic about painting in their past life but because of dementia they are not as active and can sometimes forget about what made them happy, who they are and their overall identity. We would like to help them to maintain their identity by engaging in the painting activity which brought them joy and to do that we first like to remind them to do the activity. The Pepper robot in this case tries to trigger the start of the activity. 2 2 3 -**Design solution:** In this design pattern, the robot first instantiates the interaction by first asking the PwDwhether they want to perform the painting activity and thenatcertainilestones ofthepainting. Thesuggestionswouldnotbeannoying ortoo frequentsoastonotcause annoyance butat proper intervals.The robot'stone remains friendlyanduses opensturestomake theinteractionlessformal.3 +**Design solution:** In this design pattern, the robot first instantiates the interaction by first reminding the PwD about the painting activity preferably during their entertainment/break time. The PwD could be feeling bored or be less motivated to do something but because the robot tried to remind and engage them to perform the activity they would likely be inclined to do it. 4 4 5 -**Use when: ** After theintroductionbuteforethe startof an activity,whenPwDisunfamiliarwith theflow of theinteraction.5 +**Use when: **During the entertainment/break time when the patients are enjoying. 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: **For our use case,Peppertriggersthe activityusing speech andhandgestures,whichis tohelpthePwDpaint.speechrateisslightly lowerthanaverageconsideringthe age andcognitive abilitiesof theparticipants.Pepperthenexplainsthe stepsinvolvedsuchasthestyle ofthepaintingdthe topic.Appropriatesuggestionsandinstructionsaregivenatproperintervals.Pepperconfirmsthattheexplanationis understoodand ifnot, repeats the explanation.Fordetail on the parametersetting,see theTablebelow.9 +**Example: Pepper can during the break time approach the PwD and remind them by asking them whether they would like to paint. The PwD can choose to then engage in the activity or not. If they do decide to engage then use case 01 (link) will be executed. If they decide to not engage in the activity then Pepper would leave them alone but then ask them after some time again whether they have changed their mind. If they respond no again then Pepper would leave them alone for good.** 10 10 11 11 12 12 |=(% colspan="2" %)Parameter|=Choice|=Rationale