b. Use Case with Claims
Use case 1: Personalized Memory Game
Objective | Enhance engagement and emotional well-being by integrating personalized/family photos into the memory game. |
TDP | TDP: Human-Robot Game Management |
IDP | TBD |
Actors | Person with Dementia, Caretaker, Pepper |
Pre-Condition | PwD is waiting for the matching game in the activity room. Caretaker uploads the pictures and descriptions provided by the family. Pepper is ready to start the game, and interact with PwD. |
Post-Condition | PwD has played through the personalized game and shares some stories with Pepper |
Action Sequence | 1. Pepper introduces itself and explains rules of the game. 2. Pepper shows the personalized matchmaking game, and interacts with PwD. 3. The PwD plays the game. 4. Pepper acknowledges matches and prompts
5. PwD responds verbally 6. If PwD guesses incorrectly, then Pepper gives out hints that would aid them in guessing. 7. The Game continues until the grid is completed. 8. Pepper thanks the player and the session ends
|
Claims (title) | Function | Effect(s) | Action Sequence Step(s) |
CL1 Personalization increases engagement | Present personalized images | Comparatively shorter play duration
| 2-6 |
CL2 Familiar content triggers autobiographical memory | Robot asks reflective questions | PwD shares memories, improves mood | 4-5 |
Use case 2: Personalized Matching Game
Objective | Enhance engagement and emotional well-being by integrating personalized/family photos into the matching game. |
TDP | TDP: Human-Robot Game Management |
IDP | TBD |
Actors | Person with Dementia, Caretaker, Pepper |
Pre-Condition | PwD is waiting for the matching game in the activity room. Caretaker uploads the pictures and descriptions provided by the family. Pepper is ready to start the game, and interact with PwD. |
Post-Condition | PwD has played through the personalized game and shares some stories with Pepper |
Action Sequence | 1. Pepper introduces itself and explains rules of the matching game. 2. Pepper shows the personalized matching game, and interacts with PwD. 3. The PwD plays the game. 4. Pepper acknowledges matches and hints. 5. PwD responds verbally 6. If PwD guesses incorrectly, then Pepper gives out hints that would hlp them in guessing. 7. The Game continues until the grid is completed. 8. Pepper thanks the player and the session ends
|
Claims (title) | Function | Effect(s) | Action Sequence Step(s) |
CL1 Structured game flow supports cognitive orientation | Game follows a predictable sequence | Longer play duration
| 1-8 |
CL2 Familiar content triggers autobiographical memory | Robot asks reflective questions | Display of family photos and names | 4-5 |
CL3 Reminiscence supports emotional regulation | Robot asks reflective questions | Personalized questions prompt nostalgic reflection | 4-5 |