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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>EMAIL:
cristina.gena@unito.it
ORCID:</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>UX Personas for defining robot's character and personality</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rossana Damiano</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cristina Gena</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Maieli</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Claudio Mattutino</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandro Mazzei</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Elisabetta Miraglio</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giulia Ricciardiello</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science Dept., University of Turin</institution>
          ,
          <addr-line>corso Svizzera 185, 10149, Turin</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ICT school, University of Turin</institution>
          ,
          <addr-line>lungo Dora Siena 100 A, 10129, Turin</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>This paper describes the use of UX Personas for defining a stable character for the Pepper robot. This approach generated from the first analysis of the social interactions that occurred between Pepper and a group of children with autism working with the robot in a therapeutic laboratory on autonomy.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Autism</kwd>
        <kwd>Cognitive Robotics</kwd>
        <kwd>Humanoid Robots</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The advent of the IoT offers the opportunity
for everybody and everything to be connected,
receiving and processing information in real time.
This generates a shift in production and
consumption patterns, changing the relations
between all the agents in the economic system.
According to a report of the World Economic
forum, it is one of the largest enablers for
responsible digital transformation and it will add
$14 trillion of economic value to the global
economy by 2030 [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        In this smart space the user becomes the center
of informative systems made of ambient and
personal sensors, including social robots,
communicative tools, mobile and ubiquitous
computing devices, and assumes responsibilities
traditionally intended for developers. In this
context, social and humanoid robots will play an
important role: they can be seen as integrated sets
of sensors and actuators, thus IoT platforms will
make it easier to monitor and control them [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
. Differently from other smart things, robots call
for interactions. According to Young et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
the way people interact with robots is very unique
and different from their interaction with other
technologies and artifacts since robots provoke
emotionally and socially charged interactions. In
order to produce a more believable and engaging
robot we propose to use UX Personas as a
methodology for better defining its character and
personality.
      </p>
      <p>Personas are fictional characters, which the
designer creates based upon her research in order
to represent the different user types that might use
service, product, site, or brand in a similar way.
Creating personas helps the designer to
understand users’ needs, experiences, behaviors
and goals.</p>
      <p>This paper describes the use of UX Personas
for defining a stable character for the Pepper
robot. This approach generated from the first
analysis of the social interactions that occurred
between Pepper and a group of children with
autism working with the robot in a therapeutic
laboratory on autonomy.</p>
      <p>This paper is organized as follows: Section 2
describes the related work in the field, while
Section 3 introduces our proposal, and Section 4
concludes the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>
        Personas, also known as “characters”, are an
archetype of the users a project is aimed at. It is a
useful tool for identifying the actions, behaviors,
needs, aspirations and difficulties of the users of a
particular service and are the result of the union of
various information collected during the study of
the target. Personas were conceived by Alan
Cooper in 1998 [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] as a tool to follow during the
design process, but this concept should not be
confused with the average user, because Personas
embody within them the objectives of a single
group of people, while retaining certain personal
characteristics. The UX design teams use
Personas as a reference when designing digital
interfaces and as a useful tool to guide design
choices, including for example the features to be
inserted and navigation, because the needs of real
users are always taken into consideration.
Personas have been applied in many HCI projects
since Cooper, with focus on better user experience
than before, probably due to the easy
communication about Personas needs between
designers. Because of this, some researchers have
used it also in Human-Robot Interaction (HRI)
with the aim to improve robots’ behaviors during
interaction. However, many HRI researchers have
been exploring Robot Personas that change the
focus [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Robot Personas are robots, which
assume some profiles designed to get direction
between interactions with people. It works like a
mental model for robots [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        In parallel with this trend, inspiration for the
design of robotic characters has come from drama
studies. Since the seminal work of Laurel [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
performance has been proposed as a paradigm for
digital scenarios: with the advent of robots, new
opportunities have arisen and their design as
partners and assistants for humans and their use in
performance have become tightly intertwined.
Thanks to their unique combination of
proactiveness and stage presence, robot actors
have been employed to develop new
improvisational and interactive forms of
performance [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In robotics, the techniques
employed by drama practitioners to design
engaging characters have been borrowed by
scholars to create believable robots who display a
personality and evolve over time, as described by
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Drawing from the notion of “suspension of
disbelief” stated by character animators since
long, [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] proposed a methodology which relies
on character design techniques to create robots
which are capable of engaging the users in
different cultural contexts. The methodology
relies on two main tenets: on the one side, the
robot must be assigned a role that can be
recognised by the user (e.g. a receptionist) and on
the other side, it must evolve along time, so as to
keep the user’s engagement alive throughout the
repeated encounters with the robot. So, the design
consists of creating not only a backstory for the
character, but also a set of story lines that emerge
from the interaction with the user.
      </p>
      <p>The development of personas in our project
acknowledges the relevance of dramatic elements
in the design of robot characters, combined with
the use of HCI techniques and conducted in
cooperation with a multi-disciplinary team which
includes therapists and experts.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Personas for Pepper</title>
      <p>The Sugar, Salt &amp; Pepper - Humanoid robotics for
autism - research project focuses on the use of the
Pepper robot in a therapeutic laboratory on
autonomy that aims to promote functional
acquisitions in highly functioning (Asperger)
children with autism.</p>
      <p>During the laboratory, started at the end of
February 2021 in an apartment of the Paideia
Foundation, we wanted to test the exchanges and
interactions of children in rehabilitation contexts
with the robot helping the operators. Another goal
of the project was to provide young participants
with a space for increasing their skills of mutual
communication and socialization and strengthen
the acquisition of strategies related to daily
activities, such as the preparation of a snack or the
management of homework, with the help of
Pepper, configured as a highly motivating and
engaging tool.</p>
      <p>The weekly meetings lasted one hour and were led
by a therapist. Each meeting had this structure:
welcome in the apartment managed by the robot
and the therapists; dialogue session with the robot
on a predetermined topic (e.g., music, video
games, etc.); moment of snack preparation;
moment of post-snack dialogue and final
feedback.</p>
      <p>
        During the first sessions that were carried out, the
robot was totally devoid of a personality and
character of its own. The robot limited itself to
listening and answering the questions that were
asked, through pre-recorded sentences (and which
were updated from session to session) on its
program. From an HCI point of view, this rather
cumbersome method turned out to be totally
inefficient and counter productive; the young
participants immediately realized that the
questions that were asked were not the work of an
AI operation, but of manual input by the
operators. Most of them, having understood the
game, enjoyed asking goliardic questions, or to
which the robot was unable to answer, thus ending
up getting funny and senseless answers; in some
cases they even managed to send it on tilt.
For this reason, we decided to develop a
personality that could be given to the robot: this
was possible thanks to the analysis of the main
questions and interests that emerged during the
sessions with the children, as described in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
However, due to time constraints it was not
possible to implement it in the robot. However,
this remains a preparatory work for the future
implementations.
      </p>
      <p>We believe that personality is one of the most
important aspects in a conversation, because it
identifies the character of the interlocutor, thus
making it possible to choose which phrases to use
to make it more effective and which ones not.
In the following tables, it is possible to observe
the implementation of the information necessary
for the construction of the robot personality,
approached in a Personas style. These are divided
into:
• Background information: physical appearance
of the robot, its biography, personality and family
ties (see Table 1);
• Interests: knowledge, skills and tastes (Tables
2-3-4-5-6);
• Goals: short and long term goals (Tables 7-8).
It must obviously be taken into account that this
personality has been made as simple as possible
given the target users to which it interfaced.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion and future work</title>
      <p>
        As described in the analysis reported in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], we
realized that the robot personality and its
character should be better defined and detailed in
order to satisfy the curiosity and the expectations
of children, and to make it more credible and
engaging. At the moment, the robot often does not
know how to answer the questions or does not
understand them, and this generates friction and
nervousness in children. So, we realized that we
need to work more on its dialogue strategies and
on enriching its knowledge. At the dialogue level,
giving the robot a richer personality that it can
convey through language, would constrain the
expectations of the children to a more tractable
set of topics, and create justifications for its
inadequacies.
      </p>
      <p>At the current stage, the software architecture of
the robot in our project encompasses a specialized
module for casual conversation with autistic
children, developed based on a set of experimental
interactions with the children in real settings,
which supports the believability of the robot
character as an expert in a set of restricted
domains through external knowledge sources.
The current architecture does not include a
reinforcement learning component, but this
element may be integrated in the robot to gain
advantage from the monitoring of the responses of
the children during the use of the robot on the
field.</p>
      <p>As future work, we are also working on the
adaptive mechanisms with which Pepper will be
enriched. The robot will show more and more
intelligence and reasoning skills, which will allow
it to adapt to the user's needs and customize the
interaction in both adaptive and adaptable form.
Thus, the robot will become an adaptive robot
with respect to the user, able to adapt its behavior
based on the characteristics of the subject with
whom it is interacting and to customize the
interaction in an adaptive form, that is,
configurable by the staff expert in therapy.
However, from our initial investigation we
believe that the interaction should be
"robotguided" in order to give smarter answers to the
(big variety) of questions collected.</p>
      <p>
        Another future work concerns the personalization
of the natural language generated messages.
Indeed, previous work showed the possibility to
guide the user toward a virtuous behaviour by
using some specific word category (e.g.
adjectives, adverbs) and some specific sentence
coordination strategy [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Acknowledgements</title>
      <p>The multidisciplinary project is carried out by
the University of Turin, the Paideia Foundation,
Intesa Sanpaolo Innovation Center and Jumple,
and was funded by Banca Intesa Sanpaolo, Banca
dei Territori Division.</p>
    </sec>
    <sec id="sec-6">
      <title>6. References</title>
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