Rapid Prototyping of User Interfaces in Robot Surgery — Wizard of Oz in Participatory Design

Author(s):  
Niklas Larsson ◽  
Lennart Molin
1985 ◽  
Vol 29 (5) ◽  
pp. 470-474 ◽  
Author(s):  
Paul Green ◽  
Lisa Wei-Haas

The Wizard of Oz technique is an efficient way to examine user interaction with computers and facilitate rapid iterative development of dialog wording and logic. The technique requires two machines linked together, one for the subject and one for the experimenter. In this implementation the experimenter (the “Wizard”), pretending to be a computer, types in complete replies to user queries or presses function keys to which common messages have been assigned (e.g., Fl=“Help is not available”). The software automatically records the dialog and its timing. This paper provides a detailed description of the first implementation of the Oz paradigm for the IBM Personal Computer. It also includes application guidelines, information which is currently missing from the literature.


Author(s):  
José Pascual Molina Massó ◽  
Jean Vanderdonckt ◽  
Pascual González López ◽  
Antonio Fernández-Caballero ◽  
María Dolores Lozano Pérez

2021 ◽  
Vol 8 ◽  
Author(s):  
Katie Winkle ◽  
Emmanuel Senft ◽  
Séverin Lemaignan

Participatory design (PD) has been used to good success in human-robot interaction (HRI) but typically remains limited to the early phases of development, with subsequent robot behaviours then being hardcoded by engineers or utilised in Wizard-of-Oz (WoZ) systems that rarely achieve autonomy. In this article, we present LEADOR (Led-by-Experts Automation and Design Of Robots), an end-to-end PD methodology for domain expert co-design, automation, and evaluation of social robot behaviour. This method starts with typical PD, working with the domain expert(s) to co-design the interaction specifications and state and action space of the robot. It then replaces the traditional offline programming or WoZ phase by an in situ and online teaching phase where the domain expert can live-program or teach the robot how to behave whilst being embedded in the interaction context. We point out that this live teaching phase can be best achieved by adding a learning component to a WoZ setup, which captures implicit knowledge of experts, as they intuitively respond to the dynamics of the situation. The robot then progressively learns an appropriate, expert-approved policy, ultimately leading to full autonomy, even in sensitive and/or ill-defined environments. However, LEADOR is agnostic to the exact technical approach used to facilitate this learning process. The extensive inclusion of the domain expert(s) in robot design represents established responsible innovation practice, lending credibility to the system both during the teaching phase and when operating autonomously. The combination of this expert inclusion with the focus on in situ development also means that LEADOR supports a mutual shaping approach to social robotics. We draw on two previously published, foundational works from which this (generalisable) methodology has been derived to demonstrate the feasibility and worth of this approach, provide concrete examples in its application, and identify limitations and opportunities when applying this framework in new environments.


Author(s):  
Loris Barbieri ◽  
Agostino Angilica ◽  
Fabio Bruno ◽  
Maurizio Muzzupappa

The importance of participatory design (PD) is progressively increasing thanks to its capacity to explore a wide variety of concepts, thus increasing the opportunity to create a successful product. In fact the design process should not be a solo activity, as designers often need inputs and other points of view, especially from end-users. According to the ultimate idea of PD, end-users are actively involved in the various activities of the product development to ensure that their needs and desires are satisfied. This paper presents a novel approach to the participatory design of product interfaces in a user-centered design (UCD) process. The approach is based on an interactive tool that allows end-users to design custom user interfaces of household appliances taking advantage of their own needs and experiences. The tool incorporates the analytical and more abstract knowledge of the designers codified in the form of aesthetical, technological and manufacturing constraints (i.e., limitations in the number and geometry of interface components, a limited number of colors, a discretization of the area where interface widgets are placed). This solution allows the end-users to directly design their favorite interface without the interference of any other subject. Through an accurate analysis of the choices done by the users, the designers are able to access to the deepest level of the users’ expression in order to catch their latent needs and tacit knowledge. The tool has been designed in order to make possible to immediately perform usability tests on the designed interface by using a Mixed Reality prototype. The paper describes the development of the tool and proposes a methodology that has been specifically addressed to include this tool in a design process based on UCD principles. Both the tool and the methodology are presented through the description of a case-study related to the redesign of a washing machine dashboard. Experimental results show that the proposed tool can be an effective support to design product interfaces during PD sessions.


1992 ◽  
Vol 36 (4) ◽  
pp. 404-408
Author(s):  
Jim A. Carter

Rapid prototyping is a powerful tool both for analyzing user requirements and for involving the users in the design of suitable user interfaces. With it, the analysts/designers have users focus on frequent presentations of incomplete prototypes in order to get realistic expressions of the users' needs and wants. If not properly managed, these presentations may miss their objectives and either become high pressure sales pitches for designs or endless cycles of minor changes. Suitable management methods are required to ensure that the use of prototyping provides its expected benefits The process oriented nature of prototyping requires some different management techniques from those used to manage more traditional and artifact oriented analysis and design activities.


Author(s):  
Kai Gand ◽  
Lars Böcking ◽  
Karl Kreiner ◽  
Hannes Schlieter ◽  
Martin Burwitz ◽  
...  

Providing a suitable rehabilitation after an acute episode or a chronic disease helps people to live independently and enhance their quality of life. However, the continuity of care is often interrupted in the transition from hospital to home. Virtual coaches (VCs) could help these patients to engage in personalized home rehabilitation programs. These coaching systems need also to be fed with procedural precepts in order to work as intended. This, in turn, relates both to properly represent the clinical knowledge (as the VC somehow replaces the formal caregivers that cannot be fully present) as well guide the patient correctly (in order to follow the medically desired procedures given the need for personalisation according to individual needs). Therefore, we outline our technical approach to deal with this. In particular, clinical pathways in terms of semi-formal procedure models in combination with machine learning components processing and powerful user interfaces providing these pathway information and feeding the VC are presented. The system is currently under testing in a participatory design phase called Living Lab. Thus, initial user feedback for further improvements is about to come.


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