Book - Chapter 4 Flashcards

1
Q

Frankenstein approach

A

the practice of constructing robots by combining diverse components, sometimes repurposing or adapting existing technology or parts, resulting in a sometimes unconventional yet operational robotic system

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2
Q

Robot Design

A

the process of creating and developing robotic systems, encompassing the design of their physical structure, electronic components, software, and functionality to achieve specific tasks or functions

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3
Q

Inside-out approach to robot design

A

first defining the robot’s intended functionality and then tailoring its physical structure, electronic components, and software to suit that purpose, ensuring a task-specific design

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4
Q

Outside-in approach to robot design

A

involves starting with an analysis of the external environment and the tasks the robot will perform, then designing the robot’s physical and functional attributes based on the requirements of that context and the interactions it will have with its surroundings

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5
Q

Current Possible Robot Forms

A

Android - robot designed to resemble a human in appearance and often in behaviour

Humanoids - robots that exhibit human-like features, both in appearance and movement (but less than androids)

Zoomorphic robots - robots that take inspiration from animals and mimic their physical characteristics or behaviors in design

Minimalist robots - robots characterised by their simple, pared-down design and functionality, often focused on performing specific tasks efficiently

Robjects - robots that seamlessly blend into everyday objects and environments, making their robotic nature less conspicuous

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6
Q

Affordances - Definition and Importance

A

Affordances refer to the perceivable cues and opportunities a robot’s physical or behavioral characteristics provide, influencing how humans understand and interact with the robot

important since they signal appropriate ways of engaging with robots and help users understand robot capabilities and limitations

e.g., robot appearance, interaction modalities, and technical capabilities

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7
Q

Design Patterns - Definition

A

recurrent interaction scenarios and solutions

should be abstract, combinable, and serve to describe interactions with the social and physical world

can be developed through observation, empirical knowledge and iterative design

e.g., initial introduction and in motion together

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8
Q

Some Design Principles for HRI

A

match the robot’s form to its function

underpromise and overdeliver

open-ended design can allow people to interpret robots in various ways and thus expands robot function

mixed design metaphors, such as humanlike and machinelike elements together, can be disturbing to users

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9
Q

Pareidolia

A

special form of anthropomorphisation where human-like features are seen in random patterns or objects (face on Mars)

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10
Q

Three Core Factors of Anthropomorphism

A

Effectance motivation

Sociality motivation

Elicited agent knowledge

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11
Q

Effectance Motivation

A

the desire to understand and explain the behaviour of others, which can lead to anthropomorphising unfamiliar robots

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12
Q

Sociality motivation

A

the intrinsic drive or desire of individuals to engage in social interactions, connect with others, and be part of social groups, which plays a fundamental role in human behavior and well-being

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13
Q

Elicited agent knowledge

A

people using their commonsense understanding of social interactions to comprehend robots

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14
Q

The Uncanny Valley

A

a concept in robotics and artificial intelligence, describing the discomfort people feel when confronted with a human-like robot or avatar that closely resembles a human but exhibits subtle, unsettling differences, causing a dip in emotional response

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15
Q

Godspeed Questionnaire

A

a standardized survey used in the field of Human-Robot Interaction to assess and evaluate people’s perceptions, attitudes, and emotional responses when interacting with robots, covering various aspects like anthropomorphism, animacy, and likability

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16
Q

Cyclical Design Process

A
  1. Problem definition
  2. Interaction design.
  3. Testing.
  4. Analysis
  5. Iteration until satisfaction or resource constraints are met.
17
Q

Wicked design problems

A

design problems with changing, incomplete, and interdependent requirements

18
Q

Satisficing approach to design problems

A

creating solutions that are “good enough” rather than optimal, which is often necessary in HRI where robots may not outperform humans

19
Q

User-Centered Design Process

A

iterative and collaborative approach to creating products and systems that prioritizes the needs and preferences of end-users, involving them throughout the design process to ensure usability, efficiency, and user satisfaction

20
Q

Some User-Centered Methods

A

needs analysis
field studies
focus groups
interviews
surveys
user testing

21
Q

Participatory design

A

a collaborative and inclusive approach that involves end-users, stakeholders, and designers working together in the design process to ensure that the final product or system aligns with the actual needs and values of the people who will use it

users involved from the very start

may be slow due to users having unrealistic robot conceptions

22
Q

Prototyping kits

A

pre-packaged sets of tools, materials, and components that facilitate the rapid creation of functional models or prototypes, typically used in product development, engineering, and design to test and refine ideas and concepts

23
Q

Influences of Culture on Robot Design - Examples

A

Animist beliefs explain the comfort of Japanese and Korean populations with robots

Westerners’ discomfort with social and humanoid robots is associated with human exceptionalism

Notions of mind and body, and individualist and communitarian social practices influence robot design

24
Q

Human exceptionalism

A

the belief that humans possess unique and unparalleled characteristics, such as rationality, moral agency, or consciousness, that distinguish them from all other living beings

25
Q

Animism

A

a belief system that attributes spiritual or conscious qualities to natural elements, such as animals, plants, and inanimate objects, regarding them as imbued with souls or spirits

26
Q

Masahiro Mori’s perspective on Robots and Humans

A

highlights the profound interconnectedness between humans and machines, where this symbiotic relationship influences how robots are designed and function, and redefines the role of the designer in shaping this fusion

27
Q

Illah Nourbkhsh’s Perspective on Good Design

A

underscores the connection between achieving inner peace and the ability of designers to produce work that aligns with their values, fostering a state of creative “flow” in the design process

28
Q
A