Last modified by Varun Singh on 2023/03/14 15:24

From version 2.1
edited by Varun Singh
on 2023/03/14 12:47
Change comment: There is no comment for this version
To version 3.1
edited by Varun Singh
on 2023/03/14 15:18
Change comment: There is no comment for this version

Summary

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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.
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.
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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.
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.
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5 -**Use when: **After the introduction but before the start of an activity, when PwD is unfamiliar with the flow of the interaction.
5 +**Use when: **During the entertainment/break time when the patients are enjoying.
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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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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.
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.**
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12 12  |=(% colspan="2" %)Parameter|=Choice|=Rationale