Last modified by Varun Singh on 2023/03/14 15:54

From version 5.1
edited by Varun Singh
on 2023/03/14 15:24
Change comment: There is no comment for this version
To version 6.1
edited by Varun Singh
on 2023/03/14 15:54
Change comment: There is no comment for this version

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1 -IDP: Remind the PwD to engage in painting
1 +IDP: Save a picture of the painting
Content
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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.
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. Having them engage in the activity they enjoyed doing is one way of helping them maintain their identity but we also care about their connection with their family. We need to also increase their relatedness and connectedness with their family members.
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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.
3 +**Design solution:** In this design pattern, after the PwD has finished painting the picture, Pepper could take a picture with its eye cameras, save it in a database and also send it to the family members to show them about the interaction their patient did that day. This picture can then be shown during the next family visit to increase the connection with all the family members.
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5 -**Use when: **During the entertainment/break time when the patients are enjoying.
5 +**Use when: **After the PwD has finished painting.
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7 -**Design rationale: **This design pattern follows the design patterns mentioned in [1], where they show how reminder patterns provide a flexible and powerful way to manage time-based events and actions in a variety of different applications.
7 +**Design rationale: **This rationale is supported by the Self Determination Theory [1], which shows how relatedness and connectedness along with competence can enhance the intrinsic motivation of the patient and improve their life.
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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 [[UseCase 01>>doc:Design Patterns.Interaction Design Patterns.IDP\: Explain a Group Activity.WebHome]] 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.
9 +**Example: **Once the patient finishes their painting, Pepper can congratulate them and take a picture so that they are able to share that with their family and the people they love. Next time during the family meeting, the PwD can proudly talk about the drawing they did or the family can bring up that topic which should help them to connect on a much deeper level and improve and maintain their relationship.
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11 -|=(% colspan="2" %)Parameter|=Choice|=Rationale
12 -|(% colspan="2" %)Gesture Openness|Open|Makes the interaction less formal so that the PwD can familiarize themself better with Pepper.
13 -|(% colspan="2" %)Proxemic Closeness|(((
11 +
12 +(% style="width:981.6px" %)
13 +|=(% colspan="2" style="width: 149px;" %)Parameter|=(% style="width: 111px;" %)Choice|=Rationale
14 +|(% colspan="2" style="width:149px" %)Gesture Openness|(% style="width:111px" %)Open|Makes the interaction less formal so that the PwD can familiarize themself better with Pepper.
15 +|(% colspan="2" style="width:149px" %)Proxemic Closeness|(% style="width:111px" %)(((
16 +(((
14 14  Average
15 15  
16 -(close)
17 -)))|Kept close to the PwD.
18 -|(% rowspan="3" %)Voice
19 - |(% colspan="1" %)Pitch|Middle|A high pitch makes Pepper sound friendly but it should not be too high otherwise the PwD might not be able to hear Pepper well.
20 -|(% colspan="1" %)Speed|Slower than average|Since the PwD are old, a low speech rate will help them understand Pepper better but it should not be too slow otherwise, they will be bored.
21 -|(% colspan="1" %)Prosody|Strong|The prosody of the voice should be strong so that Pepper can articulate better.
22 -|(% colspan="2" %)Speech Acts|Informal|An informal tone makes the interaction more comfortable for the participants.
23 -|(% colspan="2" %)Eye Color|White|(((
19 +(close
20 +)))
21 +
22 +(((
23 +A bit far
24 +)))
25 +)))|(((
26 +Kept close to the PwD.
27 +
28 +While taking the picture Pepper might have to move a bit far away to capture the entire picture.
29 +)))
30 +|(% rowspan="3" %)(((
31 +Voice
32 +
33 +
34 +
35 +)))|(% colspan="1" style="width:92px" %)Pitch|(% style="width:111px" %)Middle|A high pitch makes Pepper sound friendly but it should not be too high otherwise the PwD might not be able to hear Pepper well.
36 +|(% colspan="1" style="width:92px" %)Speed|(% style="width:111px" %)Slower than average|Since the PwD are old, a low speech rate will help them understand Pepper better but it should not be too slow otherwise, they will be bored.
37 +|(% colspan="1" style="width:92px" %)Prosody|(% style="width:111px" %)Strong|The prosody of the voice should be strong so that Pepper can articulate better.
38 +|(% colspan="2" style="width:149px" %)Speech Acts|(% style="width:111px" %)Informal|An informal tone makes the interaction more comfortable for the participants.
39 +|(% colspan="2" style="width:149px" %)Eye Color|(% style="width:111px" %)White|(((
24 24  The eyes should be white so as to not distract the PwD.
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26 26  
27 27  )))
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29 -
30 30  References:
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32 -[1] Gamma, E., Helm, R., Johnson, R.~,~, Vlissides, J. M. (1994). //Design Patterns: Elements of Reusable Object-Oriented Software//. Addison-Wesley Professional. ISBN: 0201633612
47 +[1] Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. //American Psychologist, 55//, 68-78.
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