Changes for page Hrishita - Self Reflection
Last modified by Hrishita Chakrabarti on 2023/04/10 17:38
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edited by Hrishita Chakrabarti
on 2023/04/10 16:50
on 2023/04/10 16:50
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To version 9.1
edited by Hrishita Chakrabarti
on 2023/04/10 17:37
on 2023/04/10 17:37
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... ... @@ -4,12 +4,6 @@ 4 4 5 5 We have to consider certain factors when designing and/or assessing a human-centred design such as the extent of usability of the system by the target users, and how effective and efficient the system is in achieving the target goal. When designing the system we should also keep in mind the context the system will be used in and should also ensure the users have a pleasant experience when using the system. 6 6 7 -==== Music in robot-guided activities: ==== 8 - 9 -Why music? It evokes emotion, certain songs can trigger memories leading to reminiscence and also helps to connect people with similar music tastes. It also creates a pleasant environment for exercise. 10 - 11 -Talked further in detail in next week's guest lecture. 12 - 13 13 ==== ReJAM: ==== 14 14 15 15 Targeted for elderly residents of Pieter Van Foreest suffering from dementia ... ... @@ -70,6 +70,8 @@ 70 70 71 71 The normal human brain uses various pathways/networks of the brain to perceive different aspects of music. The brain is highly engaged when perceiving music hence the great potential for using it in rehabilitation. Music is already used by everyday individuals as a mood regulator in their everyday lives, it also provides a great opportunity for social interaction, and can even get the person moving to the rhythm (potential for movement rehabilitation). 72 72 67 +After the lecture, the team and I decided we could employ music in our use case to create a soothing and simultaneously more immersive environment for the patient during the story narration. We also decided to explore the possibility of using the patient's favourite songs during the narration to create more opportunities for reminiscing for the patient. 68 + 73 73 == Week 3: PAL == 74 74 75 75 The robot intervention system PAL was aimed at teaching kids with Type 1 diabetes how to become self-sufficient in managing their blood glucose levels (T1DM). The system through games and conversations would remind the kid to check their blood glucose levels and administer their prescribed dosage of insulin regularly, look forward to their meals and exercises and overall learn to cope with T1DM. ... ... @@ -88,10 +88,66 @@ 88 88 89 89 At the end of the presentation, we received some feedback and questions which we then used to improve our design for our implementation. 90 90 91 -== Week 5: == 87 +== Week 5: Design Specifications == 92 92 93 -== Week6: ==89 +==== Task Level Design (Collaboration): ==== 94 94 91 +**Requirement: **What should the robot be doing? This forms the function(s)** **of the robot. 92 + 93 +**Use Case:** Where is the robot working? When should it intervene? Who** **are the actors involved? This gives the robot the context 94 + 95 +**Motivation effect:** Why should the robot be performing the action? What are we as designers claiming will be the effect of the robot's action? (Justify with theory and empirical studies) 96 + 97 +**Team Design Patterns (TDP):** 98 + 99 +Abstract representation of the Task Level Design 100 + 101 +TDP Table consists of the Problem, the Solution Structure (Diagrammatic), the Solution Description (Action Sequence), the Human and Robot requirements, and the Consequences (Effect) 102 + 103 +==== Interaction Level Design (Communication): ==== 104 + 105 +**How** will the robot perform the requirement? 106 + 107 +Form a premise based on some literature 108 + 109 +For example: In PAL system the premise for the robot to sympathise with the child was that the child will recognize the robot's bodily emotional expressions correctly hence the child will feel like the robot is able to understand them and will like to interact with the robot more and consequently learn more as they interact. 110 + 111 +**Interaction Design Patterns (IDP):** Abstract representation of the Interaction Level Design 112 + 113 +==== Evaluations: ==== 114 + 115 +- Evaluations should show that the claims were right; should also check that the implementations are safe (privacy and safety of all the actors involved) 116 + 117 +- **Formative Evaluations** 118 + 119 +* open questions which explore the quality of design and how to improve it 120 +* for our use case, we decided not to use formative evaluations since our evaluations would only be conducted by the person with dementia and in a real-world scenario they may not be able to provide such an analysis 121 + 122 +- **Summative Evaluations** 123 + 124 +* Focus on overall effect; Investigate whether people are able to reach the objectives 125 +* Yes/No questions which answer our hypotheses 126 +* We chose summative evaluations as the person with dementia would be able to let us know accurately whether their mood was improved after using the robot or not; also whether they finished their meal or not was another measurement that can easily be taken 127 + 128 +- **Measurements** 129 + 130 +* Objective (efficiency and effectiveness) v/s Subjective (user satisfaction) measures 131 +* For our use case we planned on both objective (whether the patient finishes their meal or not - effectiveness) and Subjective (whether the patient's mood improved after using our solution or not) measures 132 +* However, upon further discussions, we realised that objective measurement would not be possible as the evaluation conducted would be in a simulated environment hence the effectiveness could not be reliably measured, hence we decided to evaluate the subjective measurements 133 + 134 +- **Online Experimentation** 135 + 136 +* To avoid using paper for our evaluations we decided to host our questionnaires online 137 +* Our first go-to was Google Forms but upon learning it doesn't abide by the regulations of GDPR we switched to Qualtrics for our evaluation forms 138 + 139 +== Week 6: Implementation and Initial Testings == 140 + 141 +This week we focused on finalising our system design and implementing our design using the Interactive Robots platform. For our evaluation, we decided on testing our robot in two scenarios - one where it encouraged conversation while narrating a story from the patient's past; the second where it only narrated the story as the patient had their meal. To avoid any bias from the story's content, we decided that the story narrated in both scenarios would be the same but we still would like the patient/caretaker to have some choices when it comes to which story they would like to hear to avoid monotony. 142 + 143 +The team and I then brainstormed on short but nostalgic stories and came up with two stories - a picnic outing with family and a Thanksgiving dinner with family. We fleshed out the story with the dialogues and prompts and then implemented the story flow on the Interactive Robots platform. During the implementation, we realised that using Interactive Robots we couldn't connect to Pepper's tablet so we modified the prompts such that they would appear on the device held by the caretaker. We first tested out the motions and flow of the story on the virtual robot and once we were satisfied we booked a slot for testing it on the Pepper robot. 144 + 145 +While testing with Pepper we realised the audio inputs weren't very accurate and often the robot failed to pick up the trigger word so we modified the triggers such that the robot would respond to speech or an alternative touch/remote action such that the flow of conversation is not interrupted during the actual evaluation. 146 + 95 95 == Week 7: Evaluation == 96 96 97 97 Our hypothesis was that **a more interactive i.e conversational robot (experiment scenario) would be better at improving the PwD's mood as well as creating a more immersive and enjoyable storytelling session which would motivate the PwD to finish their meal enthusiastically.** ... ... @@ -104,9 +104,8 @@ 104 104 105 105 2. Control Scenario, wherein the robot narrated the story and enacted conversations via voice modulations to portray different characters 106 106 159 +We were able to perform the experiment with 14 participants. Half of the participants started with the control scenario and the other half started with the experiment scenario so that our results and analysis would not be influenced by the carry-over bias. The questionnaire used for evaluation was based on the Godspeed questionnaire which tests perceived anthropomorphism, animacy, safety and the threat of the robot. We modified the questionnaire to also evaluate the mood of the patient (participant) after each story session as well as how much they enjoyed the story. 107 107 108 -We were able to perform the experiment with 14 participants. Half of the participants started with the control scenario and the other half started with the experiment scenario so that our results and analysis would not be influenced by the carry-over bias. The questionnaire used for evaluation was based on the Godspeed questionnaire which tests of perceived anthropomorphism, animacy, safety and the threat of the robot. We modified the questionnaire to also evaluate the mood of the patient (participant) after each story session as well as how much they enjoyed the story. 109 - 110 110 We conducted a **one-tailed paired test (dependent t-test)** to test for the statistical significance of our results. All three of our added questions were significant proving that the conversational robots **significantly improved the patient's mood** in comparison to the non-conversational robot. Some other significant differences between the conversational robot and non-conversational robot were that the patients in general perceived the conversational robot to be **more natural and responsible** and they also **liked** the conversational robot more than the non-conversational robot. 111 111 112 112 == Week 8: Final Presentation ==