d. Interaction Design Pattern
Last modified by Palina Yarmolenka on 2025/04/23 14:26
Interaction Design Patterns focuses on how the PwD interacts with the Social Robot to achieve a specific goal effectively and comfortably. Its a representation of actual human control of the functions & the technologies’ presentation of the information (i.e. the ‘‘look-hear-smell-and-feel’’).
Patterns
1. Encouraged Decision-Making | |
Purpose: | To improve PwD's independency. |
Problem: | PwDs may struggle to make decisions independently when overloaded with information or confused about options |
Solution: | Present limited, simple scheduling and event choices with verbal prompts and visual support. Only a few options are offered at a time (e.g., "Would you like to see a movie?"). Support the decision by giving the user an easy way to say "yes" or "no". Let the robot know later if PwD changes their mind. |
Context: | Used during event reminders, daily activity selection or whenever a PwD approaches the social robot. |
Rationale: | Increases perceived independence, maintains autonomy, and minimizes decision stress. |
2. Event Reminder | |
Purpose: | To help PwD's keep appointments. |
Problem: | PwDs may struggle to keep appointments or remember what activities are taking place where and when, when not provided with a timetable of planned activities. |
Solution: | Present a simple scheduling visualisations and verbal interactions about daily activities. The social robot will be able to describe what activities will happen when and what they will contain. The PwD will approach the social robot and ask for what activities will happen that day or what the next activity will be. Having a social robot always available to remind PwDs of their appointments and activities can help PwDs keep appointments and have a better control over their day. |
Context: | Used during event reminders or whenever a PwD approaches the social robot. |
Rationale: | Increases perceived independence, maintains autonomy, and helps remembering activities. |