=Paper=
{{Paper
|id=Vol-3124/paper26
|storemode=property
|title=UX Personas for Defining Robot's Character and Personality
|pdfUrl=https://ceur-ws.org/Vol-3124/paper26.pdf
|volume=Vol-3124
|authors=Rossana Damiano,Cristina Gena,Andrea Maieli,Claudio Mattutino,Alessandro Mazzei,Elisabetta Miraglio,Giulia Ricciardiello
|dblpUrl=https://dblp.org/rec/conf/iui/DamianoGMMMMR22
}}
==UX Personas for Defining Robot's Character and Personality==
UX Personas for defining robot’s character and personality Rossana Damiano 1, Cristina Gena 1, Andrea Maieli 2, Claudio Mattutino 1, Alessandro Mazzei 1 , Elisabetta Miraglio 2, Giulia Ricciardiello 2 1 Computer Science Dept., University of Turin, corso Svizzera 185, 10149, Turin, Italy 2 ICT school, University of Turin, lungo Dora Siena 100 A, 10129, Turin, Italy Abstract 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. Keywords 1 Autism; Cognitive Robotics, Humanoid Robots and different from their interaction with other 1. Introduction technologies and artifacts since robots provoke emotionally and socially charged interactions. In order to produce a more believable and engaging The advent of the IoT offers the opportunity robot we propose to use UX Personas as a for everybody and everything to be connected, methodology for better defining its character and receiving and processing information in real time. personality. This generates a shift in production and Personas are fictional characters, which the consumption patterns, changing the relations designer creates based upon her research in order between all the agents in the economic system. to represent the different user types that might use According to a report of the World Economic service, product, site, or brand in a similar way. forum, it is one of the largest enablers for Creating personas helps the designer to responsible digital transformation and it will add understand users’ needs, experiences, behaviors $14 trillion of economic value to the global and goals. economy by 2030 [13]. This paper describes the use of UX Personas In this smart space the user becomes the center for defining a stable character for the Pepper of informative systems made of ambient and robot. This approach generated from the first personal sensors, including social robots, analysis of the social interactions that occurred communicative tools, mobile and ubiquitous between Pepper and a group of children with computing devices, and assumes responsibilities autism working with the robot in a therapeutic traditionally intended for developers. In this laboratory on autonomy. context, social and humanoid robots will play an This paper is organized as follows: Section 2 important role: they can be seen as integrated sets describes the related work in the field, while of sensors and actuators, thus IoT platforms will Section 3 introduces our proposal, and Section 4 make it easier to monitor and control them [7] [15] concludes the paper. . Differently from other smart things, robots call for interactions. According to Young et al. [14] the way people interact with robots is very unique Rossana Damiano et al. 2022. UX Personas for defining robot’s character and personality. In Joint Proceedings of the ACM IUI 2022 Workshops. Helsinki, Finland, 4 pages EMAIL: cristina.gena@unito.it ORCID: 0000-0003-0049-6213 © 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). CEUR Wor Pr ks hop oceedi ngs ht I tp: // ceur - SSN1613- ws .or 0073 g CEUR Workshop Proceedings (CEUR-WS.org) 2. Related work which are capable of engaging the users in different cultural contexts. The methodology relies on two main tenets: on the one side, the Personas, also known as “characters”, are an robot must be assigned a role that can be archetype of the users a project is aimed at. It is a recognised by the user (e.g. a receptionist) and on useful tool for identifying the actions, behaviors, the other side, it must evolve along time, so as to needs, aspirations and difficulties of the users of a keep the user’s engagement alive throughout the particular service and are the result of the union of repeated encounters with the robot. So, the design various information collected during the study of consists of creating not only a backstory for the the target. Personas were conceived by Alan character, but also a set of story lines that emerge Cooper in 1998 [2] as a tool to follow during the from the interaction with the user. design process, but this concept should not be The development of personas in our project confused with the average user, because Personas acknowledges the relevance of dramatic elements embody within them the objectives of a single in the design of robot characters, combined with group of people, while retaining certain personal the use of HCI techniques and conducted in characteristics. The UX design teams use cooperation with a multi-disciplinary team which Personas as a reference when designing digital includes therapists and experts. 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 3. Personas for Pepper users are always taken into consideration. Personas have been applied in many HCI projects The Sugar, Salt & Pepper - Humanoid robotics for since Cooper, with focus on better user experience autism - research project focuses on the use of the than before, probably due to the easy Pepper robot in a therapeutic laboratory on communication about Personas needs between autonomy that aims to promote functional designers. Because of this, some researchers have acquisitions in highly functioning (Asperger) used it also in Human-Robot Interaction (HRI) children with autism. with the aim to improve robots’ behaviors during During the laboratory, started at the end of interaction. However, many HRI researchers have February 2021 in an apartment of the Paideia been exploring Robot Personas that change the Foundation, we wanted to test the exchanges and focus [9]. Robot Personas are robots, which interactions of children in rehabilitation contexts assume some profiles designed to get direction with the robot helping the operators. Another goal between interactions with people. It works like a of the project was to provide young participants mental model for robots [4][6][11]. with a space for increasing their skills of mutual In parallel with this trend, inspiration for the communication and socialization and strengthen design of robotic characters has come from drama the acquisition of strategies related to daily studies. Since the seminal work of Laurel [8], activities, such as the preparation of a snack or the performance has been proposed as a paradigm for management of homework, with the help of digital scenarios: with the advent of robots, new Pepper, configured as a highly motivating and opportunities have arisen and their design as engaging tool. partners and assistants for humans and their use in The weekly meetings lasted one hour and were led performance have become tightly intertwined. by a therapist. Each meeting had this structure: Thanks to their unique combination of welcome in the apartment managed by the robot proactiveness and stage presence, robot actors and the therapists; dialogue session with the robot have been employed to develop new on a predetermined topic (e.g., music, video improvisational and interactive forms of games, etc.); moment of snack preparation; performance [1]. In robotics, the techniques moment of post-snack dialogue and final employed by drama practitioners to design feedback. engaging characters have been borrowed by During the first sessions that were carried out, the scholars to create believable robots who display a robot was totally devoid of a personality and personality and evolve over time, as described by character of its own. The robot limited itself to [12]. Drawing from the notion of “suspension of listening and answering the questions that were disbelief” stated by character animators since asked, through pre-recorded sentences (and which long, [12] proposed a methodology which relies were updated from session to session) on its on character design techniques to create robots 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 [3]. 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. We believe that personality is one of the most important aspects in a conversation, because it identifies the character of the interlocutor, thus 4. Conclusion and future work making it possible to choose which phrases to use to make it more effective and which ones not. As described in the analysis reported in [1], we In the following tables, it is possible to observe realized that the robot personality and its the implementation of the information necessary character should be better defined and detailed in for the construction of the robot personality, order to satisfy the curiosity and the expectations approached in a Personas style. These are divided of children, and to make it more credible and into: engaging. At the moment, the robot often does not • Background information: physical appearance know how to answer the questions or does not of the robot, its biography, personality and family understand them, and this generates friction and ties (see Table 1); nervousness in children. So, we realized that we • Interests: knowledge, skills and tastes (Tables need to work more on its dialogue strategies and 2-3-4-5-6); on enriching its knowledge. At the dialogue level, • Goals: short and long term goals (Tables 7-8). giving the robot a richer personality that it can It must obviously be taken into account that this convey through language, would constrain the personality has been made as simple as possible expectations of the children to a more tractable given the target users to which it interfaced. set of topics, and create justifications for its inadequacies. 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. As future work, we are also working on the adaptive mechanisms with which Pepper will be enriched. The robot will show more and more [5] Freita dos Santos, T. & Castro, D. G. & intelligence and reasoning skills, which will allow Masiero, A. & Aquino Junior, P.. (2014). it to adapt to the user's needs and customize the Behavioral Persona for Human-Robot interaction in both adaptive and adaptable form. Interaction: A Study Based on Pet Robot. Thus, the robot will become an adaptive robot 687-696. with respect to the user, able to adapt its behavior [6] Kiesler S. and Goetz J. 2002. Mental based on the characteristics of the subject with models of robotic assistants. In CHI '02 whom it is interacting and to customize the Extended Abstracts on Human Factors in interaction in an adaptive form, that is, Computing Systems (CHI EA '02). ACM, configurable by the staff expert in therapy. New York, NY, USA, 576–577. However, from our initial investigation we [7] Jalamkar D, Selvakumar A.A. (2016) Use believe that the interaction should be "robot- of Internet of Things in a Humanoid guided" in order to give smarter answers to the Robot – A Review. Adv Robot Autom (big variety) of questions collected. 5:149. Another future work concerns the personalization [8] Laurel, B. "Computer as Theatre." of the natural language generated messages. (1993). Indeed, previous work showed the possibility to [9] Ljungblad,S.; Walter,K.; Jacobsson,M.; guide the user toward a virtuous behaviour by Holmquist,L.E., "Designing Personal using some specific word category (e.g. Embodied Agents with Personas," Robot adjectives, adverbs) and some specific sentence and Human Interactive Communication, coordination strategy [16]. 2006. ROMAN 2006. (2006) [10] Nielsen, J., Mental Models, 5. Acknowledgements https://www.nngroup.com/articles/menta l-models/ [11] J.H. Ruckert, P.H. Kahn, Jr., T. The multidisciplinary project is carried out by Kanda, H. Ishiguro, S. Shen, and H. E. the University of Turin, the Paideia Foundation, Gary. 2013. Designing for sociality in Intesa Sanpaolo Innovation Center and Jumple, HRI by means of multiple personas in and was funded by Banca Intesa Sanpaolo, Banca robots. In Proc. of the 8th ACM/IEEE Int. dei Territori Division. Conf. on Human-robot interaction (HRI '13). IEEE, USA, 217-218 (2013) 6. 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