scholarly journals Should my robot know what's best for me? Human–robot interaction between user experience and ethical design

AI & Society ◽  
2021 ◽  
Author(s):  
Nora Fronemann ◽  
Kathrin Pollmann ◽  
Wulf Loh

AbstractTo integrate social robots in real-life contexts, it is crucial that they are accepted by the users. Acceptance is not only related to the functionality of the robot but also strongly depends on how the user experiences the interaction. Established design principles from usability and user experience research can be applied to the realm of human–robot interaction, to design robot behavior for the comfort and well-being of the user. Focusing the design on these aspects alone, however, comes with certain ethical challenges, especially regarding the user’s privacy and autonomy. Based on an example scenario of human–robot interaction in elder care, this paper discusses how established design principles can be used in social robotic design. It then juxtaposes these with ethical considerations such as privacy and user autonomy. Combining user experience and ethical perspectives, we propose adjustments to the original design principles and canvass our own design recommendations for a positive and ethically acceptable social human–robot interaction design. In doing so, we show that positive user experience and ethical design may be sometimes at odds, but can be reconciled in many cases, if designers are willing to adjust and amend time-tested design principles.

Author(s):  
Shiyang Dong ◽  
Takafumi Matsumaru

AbstractThis paper shows a novel walking training system for foot-eye coordination. To design customizable trajectories for different users conveniently in walking training, a new system which can track and record the actual walking trajectories by a tutor and can use these trajectories for the walking training by a trainee is developed. We set the four items as its human-robot interaction design concept: feedback, synchronization, ingenuity and adaptability. A foot model is proposed to define the position and direction of a foot. The errors in the detection method used in the system are less than 40 mm in position and 15 deg in direction. On this basis, three parts are structured to achieve the system functions: Trajectory Designer, Trajectory Viewer and Mobile Walking Trainer. According to the experimental results,we have confirmed the systemworks as intended and designed such that the steps recorded in Trajectory Designer could be used successfully as the footmarks projected in Mobile Walking Trainer and foot-eye coordination training would be conducted smoothly.


Technology has significantly emerged in various fields, including healthcare, government, and education. In the education field, students of all ages and backgrounds turn to modern technologies for learning instead of traditional methods, especially under challenging courses such as mathematics. However, students face many problems in understanding mathematical concepts and understanding how to benefit from them in real-life. Therefore, it can be challenging to design scientific materials suitable for learning mathematics and clarifying their applications in life that meet the students’ preferences. To solve this issue, we designed and developed an interactive platform based on user experience to learn an advanced concept in the idea of linear algebra called Singular Value Decomposition (SVD) and its applicability in image compression. The proposed platform considered the common design principles to map between the provider in terms of clear mathematical explanation and the receiver in terms of matching good user experience. Twenty participants between the ages of 16 and 30 tested the proposed platform. The results showed that learning using it gives better results than learning traditionally in terms of the number of correct and incorrect actions, effectiveness, efficiency, and safety factors. Consequently, we can say that designing an interactive learning platform to explain an advanced mathematical concept and clarify its applications in real-life is preferable by considering and following the common design principles.


AI Magazine ◽  
2017 ◽  
Vol 37 (4) ◽  
pp. 83-88
Author(s):  
Christopher Amato ◽  
Ofra Amir ◽  
Joanna Bryson ◽  
Barbara Grosz ◽  
Bipin Indurkhya ◽  
...  

The Association for the Advancement of Artificial Intelligence, in cooperation with Stanford University's Department of Computer Science, presented the 2016 Spring Symposium Series on Monday through Wednesday, March 21-23, 2016 at Stanford University. The titles of the seven symposia were (1) AI and the Mitigation of Human Error: Anomalies, Team Metrics and Thermodynamics; (2) Challenges and Opportunities in Multiagent Learning for the Real World (3) Enabling Computing Research in Socially Intelligent Human-Robot Interaction: A Community-Driven Modular Research Platform; (4) Ethical and Moral Considerations in Non-Human Agents; (5) Intelligent Systems for Supporting Distributed Human Teamwork; (6) Observational Studies through Social Media and Other Human-Generated Content, and (7) Well-Being Computing: AI Meets Health and Happiness Science.


Author(s):  
J. Lindblom ◽  
B. Alenljung

A fundamental challenge of human interaction with socially interactive robots, compared to other interactive products, comes from them being embodied. The embodied nature of social robots questions to what degree humans can interact ‘naturally' with robots, and what impact the interaction quality has on the user experience (UX). UX is fundamentally about emotions that arise and form in humans through the use of technology in a particular situation. This chapter aims to contribute to the field of human-robot interaction (HRI) by addressing, in further detail, the role and relevance of embodied cognition for human social interaction, and consequently what role embodiment can play in HRI, especially for socially interactive robots. Furthermore, some challenges for socially embodied interaction between humans and socially interactive robots are outlined and possible directions for future research are presented. It is concluded that the body is of crucial importance in understanding emotion and cognition in general, and, in particular, for a positive user experience to emerge when interacting with socially interactive robots.


2011 ◽  
pp. 1931-1937
Author(s):  
Su-Ting Yong

This is a brief review of the history of usability and a discussion of usability in developing a computer-based learning program (CBLP). According to ISO 9241, usability is defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (Bevan, 2001). The main focus of usability in this article is concerned with the user interface and interaction design. To create a usable computer-based learning program, one needs to understand the definition of usability and the goals of usability. Besides achieving usability goals, a usable CBLP should also be able to attain user experience goals. Design principles can be used to develop a CBLP featured with usability. Two design models will be discussed in this review.


Author(s):  
Louise LePage

AbstractStage plays, theories of theatre, narrative studies, and robotics research can serve to identify, explore, and interrogate theatrical elements that support the effective performance of sociable humanoid robots. Theatre, including its parts of performance, aesthetics, character, and genre, can also reveal features of human–robot interaction key to creating humanoid robots that are likeable rather than uncanny. In particular, this can be achieved by relating Mori's (1970/2012) concept of total appearance to realism. Realism is broader and more subtle in its workings than is generally recognised in its operationalization in studies that focus solely on appearance. For example, it is complicated by genre. A realistic character cast in a detective drama will convey different qualities and expectations than the same character in a dystopian drama or romantic comedy. The implications of realism and genre carry over into real life. As stage performances and robotics studies reveal, likeability depends on creating aesthetically coherent representations of character, where all the parts coalesce to produce a socially identifiable figure demonstrating predictable behaviour.


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