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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing a Co-Creative Dancing Robotic Tablet</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federico Fabiano</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hannah R.M. Pelikan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jelle Pingen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Judith Zissoldt</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alejandro Catala</string-name>
          <email>a.catala@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mariët Theune</string-name>
          <email>m.theune@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human Media Interaction, University of Twente</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper reports the design and evaluation following user-centered methods of a dancing robotic tablet prototype for co-creative human-robot interaction. An initial exploratory interview study served to obtain requirements for the design and implementation of a first prototype. This prototype was evaluated in a user study and subsequently improved. Two types of autonomous robot behavior were considered as creativity support and evaluated in a second user study. While imitation behavior was perceived as more intelligent; the generation behavior that attempted to challenge users and be different to the users' input led to a greater variety of gestures. Video recording analysis shows the potential of such autonomous behavior for the creative process, as users were inspired to some extent by the robot's input.</p>
      </abstract>
      <kwd-group>
        <kwd>dancing robot</kwd>
        <kwd>co-creativity</kwd>
        <kwd>creativity support tools</kwd>
        <kwd>robot creativity</kwd>
        <kwd>human-robot collaboration</kwd>
        <kwd>user-centric methods</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Tangible interactive systems have enabled new forms of creative expressions through
playful interactions in diverse areas of application such as education [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] or music
performances [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. When computers become more than just supportive tools in the
creative processes, and are given a distinguished ability to contribute pro-actively to
the process, they become creative computers [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In this sense, Human-Computer
CoCreativity is defined as a creative process where people and computers contribute “in
a blended manner” and an interaction occurs [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] in which both human and computer
can influence or inspire each other, and the computer acts as a computer colleague.
This paradigm has been applied in different domains such as drawing [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], or music
improvisation [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. However, more evidence on how to provide co-creativity
functions is still needed to support the development of this kind of systems.
Furthermore, user-centric methods could be valuable in the design processes to get
deeper insights before implementing fully automated prototypes that typically may
include complex and hard to implement computational intelligence techniques.
      </p>
      <p>In this paper, we explore the design of an interactive robotic tablet prototype that
allows the user to create a dance for it on a tabletop, intended as a creative and ludic
1 Authors contributed equally to this work.
activity. We have designed two different co-creative strategies and carried out a study
to understand how this collaboration between computer and human unfolds. We
found that imitation behavior is perceived as more intelligent, while behavior that is
notably different to the users’ input leads to a greater variety of gestures. The video
recordings analysis showed that users were inspired to some extent by the robot’s
autonomous input. Our observations contribute to get deeper insight into designing
for future interactive co-creative systems.</p>
      <p>The paper is structured as follows. Section 2 introduces the background and the
work that inspired our research. Section 3 presents the design stages followed by the
prototype implementation. Section 4 reports the user evaluation of the implemented
co-creative strategies and Section 5 discusses the overall findings and observations.
Finally, Section 6 concludes and introduces future work plans.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        The area of co-creative systems pursues developing computer software to contribute
to creative processes in collaboration with humans [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Mamykina et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]
emphasized that a creative product emerges through interaction and negotiation
between multiple parties, and that the result is greater than the sum of the individual
contributions. To act as an autonomous agent in a co-creative activity, a robot needs
to have its own “ideas” and should able to express them. Only by challenging the
human, the robot will be experienced as a partner in the creative activity [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In this
line, there have been several attempts to develop creative machines, using machine
learning approaches that for example are able to create music [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], paintings [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
or stories [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. However, to the best of our knowledge, co-creativity has not been
explored in the context of interactive robotic dancing agents yet.
      </p>
      <p>
        A number of related papers have focused on technical aspects in humanoid dancing
robot systems; see [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] for an overview. These include a variety of systems such as
the Adonis [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], HRP-2 humanoid robot [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], the Partner Ballroom Dance Robot
(PBDR) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and the Keepon [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. However, at the moment it is difficult to explore
co-creativity with such robots, due to the high complexity of possible movements and
their currently limited interaction capacities with humans.
      </p>
      <p>
        Hence, an area of interest is that of interactive tabletop systems for creative play
performances or creative playful expression. An outstanding example is the Reactable
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], which is a music instrument and allows users to experiment with sounds through
a tangible tabletop interface. TurTan is a tabletop system that helps users to explore
Logo programming concepts by interactively producing graphical visualizations [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Another project that tries to inspire people to explore in a playful way is GlowBots
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Nevertheless, these systems do not include autonomous computer generated
input in the underlying creative process. Instead they remain as user tools to enable
human creativity, facilitated by exploratory, tangible and direct manipulation
interaction styles.
      </p>
      <p>
        From the areas explored, we believe that to better examine the necessary
complicity and relationship of human and computer agents for the development of
future co-creative functions, we need a simple robot model that has only a few
degrees of freedom and that enables exploratory interaction as in the aforementioned
tabletop systems for creative expression. Moreover, an important remark by [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] is
that dancing can be simply understood as the movements that someone carries out in
accordance with a music beat, without need for a very complex choreography or
repertoire. Hence, we explored the design of a co-creative robot that can move on a
tabletop according to the user input, intended as movements that will be executed by
the robot in the design of a creative dance.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Design and Implementation2</title>
      <p>The development of the system followed a user-centered design approach and was
carried out in three phases. First, an initial study was conducted, in order to get a
general idea of how people would interact with a dancing robotic agent to order the
dance movements. This study led to the design of a first prototype, which was
evaluated in a user study. The results from this evaluation were then used to further
improve the prototype. Ultimately, after implementing autonomous behavior, another
study was performed to explore how people interact with the co-creative robot. All
participants were students at our university, in their twenties, and from diverse
disciplines ranging from Health Sciences and Psychology to Industrial Design or
Computer Science. They self-reported that they dance “never” or “occasionally” in
their free time. The interaction with the different robot prototypes was video-taped.
Fig. 1 depicts the overview of the whole design process.
The goal of the exploratory study was to gather initial user requirements concerning
the robot’s design and the users’ expectations on the movements as a way to
codesign the prototype. The study was carried out with eight participants. For the robot,
a Pololu Zumo Robot for Arduino3 was used. Firstly, participants were given the time
to explore the robot’s movement capability by controlling it through a mobile
application which worked as a joystick. Secondly, participants were handed a
cardboard prototype (see Fig. 2-a). They were asked to physically carry out
movements with the cardboard proxy that they would imagine the robot to do, while
thinking aloud. Third, participants were asked to draw gestures matching their
previously performed movements on a tablet (see Fig. 2-b). Finally, they were asked
how they would imagine the outer appearance of the robot.
2 Video of the final prototype:
https://www.youtube.com/watch?v=A60fLKBpI7Y
3 Pololu Zumo Robot Specifications: www.pololu.com/product/2510</p>
      <p>From the information elicited in this stage we observed that participants split the
dancing performance into sequences of single gestures, and most of them were
freeform gestures rather than symbolic commands (see Fig. 2-c for some samples).
Typically, the free-form gestures were more complex and more than half of the
gestures included a lot of curves and zig-zag movements. Sometimes participants
indicated that they would like to be able to repeat movement steps. The participants’
input was used to develop the prototype for the next study, mainly resulting in (1)
considering free-style touch input to indicate the dance instead of a predefined gesture
vocabulary, (2) treating each gesture as a single but complete path that the robot
should carry out, and (3) allowing users to repeat dancing steps. As for the appearance
of the robot, most participants mentioned some need to add a more special and fancy
case covering the wheels, with a curved shape, smooth trajectories and elements such
as fabrics to create a less static look. As a result of these suggestions, we proceeded to
add an oval plate with wheel protectors on the Pololu Zumo robot, to which a tablet
Samsung Galaxy Tab A 7.0 SM-T280 and a skirt fabric can be attached to meet the
users suggestions (see Fig. 3).
Taking the physical design of the prototype in Fig. 3, we implemented an Android
app to capture free-style dragging gestures to be transformed into robot movements. A
gesture consists of a continuous drag without lifting the finger. The gesture drawn is
transformed into a list of points. Then these points are transformed into a sequence of
timed commands for the motor wheels, which will drive the movement in the physical
robot. Fig. 4 shows the setup for user tests. Once the dance step has been completed,
the drawing screen is displayed again awaiting new gestures. The coordinates’ list of
each gesture is saved in a text file, to allow later analysis or re-enactment.
This first prototype was evaluated in terms of usability with twelve participants, who
did not participate in the previous study. During user testing, the participants were
asked to create a dance by indicating movements on the tablet which would fit with
the music being played in the background. Two types of background music (a Mozart
sonata4 vs Gangnam Style5) were tested to investigate their influence on the creativity
of the movements.</p>
      <p>
        The usability of the prototype was evaluated by means of a questionnaire, based on
the Post-Study System Usability Questionnaire (PSSUQ) [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The results indicated
that the overall usability of the system was seen rather positive (3.80/5). It was noted
that the gesture-to-movement algorithm was still not optimal, as it could not handle
acute angles very well, and the robot could not move backwards. Furthermore, users
indicated the need for a stop-button, to stop the movement of the robot whenever
desired. This valuable feedback served to improve the implementation for next stages.
All gestures performed during this iteration were collected. A selection of these
gestures was used for the autonomous behavior of the robot as will be described in
Section 3.3. Inspired by the Consensual Assessment Technique [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], the creativity
assessment was done by judges who rated the gestures independently to establish an
overall rating. As using a robotic tablet to dance is an emerging interactive activity,
the three raters used a 5-point scale (see Fig. 5) with the following levels, based on
Stahl’s seminal taxonomy of novel forms of behavior [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]:
      </p>
      <p>Reproduction: The nearly exact replication of a previous movement.</p>
      <p>Duplication: A modified version of an already existing movement, which does
retain the essential form. Rotations, small changes, deletion of parts of a movement
and mirroring of previous gestures are considered duplications as they are duplicating
the behavior with small variations.</p>
      <p>Fabrication: The rearrangement, re-mixture, or combination of two or more
gestures in a way that if you split the gesture again, you retain the original gestures to
some degree. Both gestures should have already been made before.</p>
      <p>Innovation: The creation of a new movement that retains the core essence of the
original gesture but making a clear transformation. It looks different from all other
previous made movements, but it is not perceived as original.</p>
      <p>Generation or original creation: The creation of something entirely new, which is
not related or limited to the previous gestures.</p>
      <p>
        A total of 361 interactions were gathered, on which the creativity assessment
procedure described previously was carried out. The interrater-reliability for the
creativity-rating of the movements was calculated between every pair of raters using
Cohen’s kappa, obtaining k1,2=0.621, k1,3=0.638, k2,3=0.667, leading to an average
interrater-reliability of 0.642, which as indicated by Viera and Garret [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] is
interpreted as a moderate to substantial agreement. The average ratings by music
background were mclassical=3.10 and mdisco=2.88 respectively. As the results are not
conclusive, not finding significant differences with a paired t-test (p= 0.57), we
decided to use the classical music for our next study, given existing evidence on its
possible effects on creativity performance [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>Taking into consideration the feedback gathered during the user studies, we refined
the application to have the final functional design and related screens depicted in Fig.
6. The main visual difference is that we made the first screen clearly asymmetrical by
adding a button robot movement in order to prevent confusion in identifying the head
and tail of the robot; that button can be used to request a robot-generated movement.
Furthermore, we added a different stop button (shown in the last screen) for when the
robot is carrying out a robot-generated movement. This capacity related to the
cocreative strategies is presented in the next section.
Besides the improvements suggested in the previous section, two different kinds of
autonomous behavior were implemented in the next version of the prototype, which
will be tested in the study in Section 4. These strategies allow the robot to contribute
to the dance and thereby make the activity co-creative.</p>
      <p>During the interactive activity, the application evaluates every gesture based on a
scoring metric to classify it in terms of length and edginess (i.e. number of edges).
Fig. 7 shows sample gestures according to these two dimensions. Both parameters are
mapped to be in a range between 1 and 10, and the ratio edges:length is considered as
the final score of the input gesture. If the standard deviation of the last five gestures is
lower than a fixed threshold of 4, which was established after a pilot testing phase, the
system enters into the autonomous behavior mode, carrying out a gesture movement
according to the strategies described as follows.</p>
      <p>
        The first behavior, generation, aims at challenging the user, a feature suggested by
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] for co-creative agents. It is implemented by performing a movement completely
different from the last five movements that the user drew. The robot chooses its
movement from a pool of 28 pre-saved gestures, arranged in four categories according
to the length of the gesture and the number of edges (see Fig. 7 for samples). To form
that pool, seven representative gestures of each category from the first study,
described in Section 3.2, were included in the robot’s movement repertoire.
      </p>
      <p>In the second behavior type, imitation, the robot imitates the user, by repeating the
movement corresponding to the last gesture of the user. In both conditions,
autonomous behavior is triggered when the user provides five similar gestures in a
row (in terms of length and edginess). The user can also request autonomous behavior
of the robot by pressing the robot movement button in the drawing interface.</p>
      <p>Fig. 7. Example of gestures in the pool of the four categories possible in terms of Length
and Edginess.</p>
      <p>
        Because we are interested first in exploring the user understanding of the
cocreative strategies, we rely on a pool of pre-saved gesture movements taken from the
user testing stage. Implementing complex algorithms to produce the intended
cocreative movements, based for example on evolutionary/bioinspired techniques (e.g.
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]), is part of the future work.
      </p>
      <p>
        According to Stahl’s taxonomy, totally novel content corresponds to the most
creative input [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] whereas copied content would have a lower level of novelty. In
line with this, we can state that the two different types of autonomous behavior are in
contrast regarding creativity. The first form introduces movements that are different
from what the user previously made. The robot thereby gives new input to the process
and challenges the creativity of the user, attempting to provide creativity support. The
second version of autonomous behavior consists of the ability to memorize the
gestures of the user and copying them. Acting in this way disagrees with the
definition of creativity as variety and diversity between movements, but still allows
the robot to provide active input to the performance.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4 Second User Study - Preliminary Evaluation of Co-Creative</title>
    </sec>
    <sec id="sec-5">
      <title>Strategies</title>
      <p>The second user study was intended to evaluate the participants’ appreciation of the
autonomous input and to find out to what extent two autonomous robot behavior
strategies can support the creative process. Nine participants who did not take part in
previous tests participated in this evaluation. They were requested to carry out the
same experimental task as in the first study, with the difference of having only the
Mozart’s sonata as music background and using the final version of the designed
application in two conditions corresponding to the implemented co-creative strategies.
After the interactive task was completed, the users filled in a questionnaire on
creativity support and perceived intelligence, which is explained in the next section.
Furthermore, videos of the interaction with the robot were coded and analyzed
qualitatively. All participants interacted with both of the autonomous behaviors. The
order of the behaviors was switched after each participant to counterbalance order
effect.
4.1</p>
      <sec id="sec-5-1">
        <title>Perceived Intelligence and Creativity Support</title>
        <p>
          To assess the perceived intelligence (PI) of the robot, we used the corresponding part
of the Godspeed Questionnaire [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], which is a popular questionnaire instrument to
measure the users’ perception of robots and helps robot designers in their
development. We added a couple of items (PIQ6 and PIQ7) for our specific context of
use in order to find out more information. Fig. 8 depicts the ratings by strategy in a
5point scale for the questionnaire items. The PI was overall higher rated (m=3.21) in
the imitation strategy, compared to the generation strategy (m=2.81). The difference
is not significant with alpha at 0.05 but could be at 0.1 (paired t-test p-value=0.09).
According to the scores reported in the figure, in general terms the robot was
considered more competent, less ignorant, more responsible, less unintelligent, more
aware and less autonomous when acting with the imitation behavior than when
implementing the generation behavior.
        </p>
        <p>We hypothesize that a possible reason for this is that the behavior challenging the
users, i.e. the generation strategy, was somehow perceived as sort of random. Some
users might not have understood when or why the robot would perform an
autonomous movement. This effect was less pronounced for the imitation behavior,
because users could figure out more easily that the robot was simply imitating the
gestures of the user.</p>
        <p>Additionally, the number of movements initiated by the robot was on average
lower in the generation condition (11 movements) compared to the imitation one
(13.17 movements). Since the number of movements initiated by the robot is for a big
part determined by the similarity of the gestures proposed by the human, this indicates
that to some extent there was a higher variety of gestures made by the human in the
generation condition. This suggests that users might have been influenced by the
robot behavior to try out more different gestures, which is something to take into
account in the future development of co-creative strategies as it is intended to favor
diversity of ideas.</p>
        <p>
          The Creativity Support Index (CSI) questionnaire [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] was used to assess the creativity
support. The users’ answers led to similar scores for both strategies (mgeneration= 54.99,
sd=13.74; mimitation=57.76, sd=14.04). The paired t-test did not reveal significant
differences between the different autonomous behaviors (p-value=0.33).
4.2
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Video Recording Analysis</title>
        <p>In order to better understand the reported perceptions as well as how the interactions
were performed, we reviewed the video recordings. We looked for relevant events
such as user comments, pitfalls, and any identifiable visible pattern on interactions
(e.g. stopping the robot movement). The review did not reveal remarkable differences
between the imitation and generation conditions. Three out of nine participants
spontaneously reacted when they recognized the autonomous behavior of the robot.
For instance, one user exclaimed, “I didn’t do that. That’s its own movement”, when
she first noticed that the robot was performing an autonomous movement, despite
knowing that could happen during the performance.</p>
        <p>In both the imitation and generation behavior conditions, the robot’s autonomous
movements were stopped often. Only one participant never stopped the autonomous
movements. The main reason for stopping the robot was because the robot was about
to bump into the borders of the dance floor. The collisions with the dance floor
borders were the result of technical limitations, as the prototype did not have border
recognition implemented. Seven out of nine participants repositioned the robot when
it first collided with the walls, so that it could continue its autonomous movement.
However, most of the times participants stopped the autonomous behavior when the
robot was bumping repeatedly during a particular movement.</p>
        <p>Other causes for stopping the robot’s autonomous behavior could be observed in
the interactions. Several users tried to refine their gestures because the execution by
the robot did not result in the exact and accurate movement they really wanted. In this
case, the users would repeat similar movements again and again. However, producing
several similar movements after each other was the criterion for activating the
autonomous behavior, which caused the robot to interrupt the performance with its
own autonomous movements. In such cases, the users often stopped the robot’s
autonomous behavior as it was interrupting their idea generation process, meaning
that the co-creation was not always welcome.</p>
        <p>A third cause for stopping the autonomous behavior was repetitious behavior of the
robot or more generally, long duration of the robot’s movements (particularly, during
one autonomous movement the robot would repeatedly drive in circles for more than
20 seconds). Participants would first watch the robot perform its autonomous
movement and then stop it after a while. Interestingly, some of the users who stopped
the circular movement took up the idea of moving in circles. Two participants drew a
circular shape immediately after having stopped the robot’s autonomous circular
movement. This clearly shows that participants did notice and took into account the
input of the robot. Stopping the robot’s autonomous movement can therefore also be
interpreted as a way to take the robot’s creative input in some cases.</p>
        <p>Users also actively asked the robot for input. Seven out of nine participants used
the button that called for autonomous behavior of the robot. Overall, the button was
pressed at least once and not more than three times by each participant (mean= 2.14).
Different ways of using the button can be observed. Four participants used the button
to find out what the robot could do on its own. One participant used the button to
reproduce the autonomous behavior of the robot that she had just discovered. Two
participants stopped the autonomous behavior enacted by robot to carry it out
themselves right afterwards. This type of behavior seems to reflect a desire of being in
charge and determining at what time the robot may perform its autonomous behavior.
5</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>We have presented the design process in developing a co-creative dancing robotic
tablet involving user-centric methods. We reported how participants reacted to the
autonomous behavior of the robot in order to explore how it can support the
cocreative activity. The preliminary findings indicate that the system can still be
improved in several ways.</p>
      <p>First, some technical aspects need to be improved. The inability of the robot to
recognize the borders of the dance floor resulted in undesirable collisions of the robot
with those borders. This had a disruptive effect on the performance as a whole.
Furthermore, the length of the robot movements was not easy for users to foresee.</p>
      <p>Second, we found that the current implementation of the autonomous behavior of
the robot might not be optimally supporting the creative process, as the CSI scores
suggest. Some users tried to create a specific movement they had in mind and thus
drew similar movements repeatedly. The similarity was recognized by the robot and it
reacted by proposing a movement that was totally different (generation condition) or
simply a repetition of the participant’s movement (imitation condition). Thereby, the
robot was interrupting the creative process of the user at the wrong moments. A
possible improvement would be a change in the criterion for enacting autonomous
movement, in such a way that the interactive development of an idea is not disrupted.
A straightforward change would be to allow for more than five similar movements, or
to start the autonomous behavior after a certain time of no input from the user. After
all, users could always be allowed to request a co-creative action from the robot.</p>
      <p>We suggest that the types of autonomous behavior presented by the robot should
be improved as well. Interrupting the creative process of the user with an idea that is
the total opposite of what he or she had been doing in terms of length and edginess
might not lead to a positive experience of the interaction. The robot could have been
perceived as not paying attention or as unaware of the user activity, instead of
collaborating with the user, and therefore not fully co-creative. Similarly, repeating
the previous movement of the user 1:1 does not add variance to the interaction,
although it may facilitate recognition of what the robot is doing. In human-human
collaboration or a co-creative activity it is important to work with each other’s ideas
and elaborate on what someone else did. Thus, both behavior types must be combined
at different levels, enabling the robot to take the movement proposed by the user and
transform it into something new. The user should still be able to recognize his or her
original work in the new movement. Gradually, the robot could perform movements
that differ more from what the user is doing, thereby carefully providing its own input
without disrupting the co-creative process. All these observations are relevant to
guide the development of future co-creative interactive strategies, and in particular the
development of generative strategies that fulfil the users’ expectations and their
understanding while making the implementation cost-effective.
6</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>In this paper, we have explored the design of an interactive robotic tablet for a
cocreative ludic activity, following a user-centered design approach. Two different
creativity-support strategies have been implemented: a generation behavior, during
which the robot challenges the user by performing movements that are different from
the user’s last five inputs, and an imitation behavior during which the robot simply
repeats the user’s last input. Although the imitation behavior was perceived as more
intelligent, the generation behavior is worth exploring in terms of co-creativity as
users tried out new ideas and showed a greater variety of inputs compared to the
imitation behavior. Users asked the robot for its input several times and took the
robot’s previous suggestion into account when developing their own gestures.
However, the autonomous behavior as implemented in this prototype was not optimal,
possibly having a disruptive effect on the creative process of some users.</p>
      <p>Overall, the observations and findings along the design process can be transferable
to design other co-creative interactive systems, especially concerning timing,
recognition of robot contributions by users, using user centric methods and input at
several stages to continue developing the interactive system iteratively. They also
open directions for future work regarding implementation improvements and
research. Firstly, we plan to include an autonomous mechanism for the robot to avoid
bumping against the borders based on edge detection using an array of infrared
reflectance sensors. This needs to be combined with additional visual feedback on
screen to report the position of the robot with respect to the borders using a tracker.</p>
      <p>On the co-creative strategies side, there are at least two aspects to address. One is
the timing, which implies research exploring when the robots’ contributions should be
triggered and for how long. The other is the generation process itself. Departing from
the gathered gestures for movements, we can now perform a deeper structural analysis
to identify patterns and features that can be used as chunks. Then they can be
considered in a generative approach guided by an evolutionary computation algorithm
to match the required degree of variation to still introduce some originality without
damaging certain recognition of the user’s original input. The objective function
could be parameterized to offer not only the two conditions we have been testing in
the present paper, but to provide several levels in between. Finally, with the
incorporated changes and improvements, we will carry out a pilot test and conduct a
broader user study evaluating the new implemented generation methods.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgement</title>
      <p>We thank all participants their helpful collaboration. This project has received
funding from the European Union’s Horizon 2020 research and innovation
programme under the Marie Sklodowska-Curie grant agreement No 701991.</p>
    </sec>
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