skip to main content
10.1145/3377290.3377292acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmindtrekConference Proceedingsconference-collections
research-article

Color game: a collaborative social robotic game for icebreaking; towards the design of robotic ambiences as part of smart building services

Published:06 February 2020Publication History

ABSTRACT

Social robots are entering our workplaces, homes, medical and educational systems in assistive and collaborative roles. In our research, we have investigated the use of a social robot Pepper as an interactive icebreaker host to create a positive atmosphere at events. This paper presents two user studies (total n=43) in which we evaluated two interactive prototypes of playful applications on Pepper, with the overall aim of providing a personal and entertaining service for event attendees. Data about users' experiences and attitudes were collected with semi-structured interviews, surveys, and observations. The results of the studies suggest that the majority of the participants had pleasurable and positive experiences with the robot and its applications. Moreover, their positive encounters led them to accept social robots as icebreaker hosts to connect with strangers. Based on our findings, we present a list of design implications to help the future design of social robots used to facilitate social connectedness, and to aid in the development of social robots as intelligent agents performing tasks as integrated parts of smart spaces.

References

  1. Christoph Bartneck and Jodi Forlizzi, "A design-centered framework for social human-robot interaction," in 13th IEEE International Workshop on Robot and Human Interactive Communication (RO-MAN 2004), 2004, pp. 591--594.Google ScholarGoogle Scholar
  2. Terrence Fong, Iiiah Nourbakhsh, and Kerstin Dautenhahn, "A survey of socially interactive robots," Robotics and Autonomous Systems, vol. 42, pp. 143--166, 2003. Google ScholarGoogle ScholarCross RefCross Ref
  3. "BPIE - Buildings Performance Institute Europe." 2019. Retrieved 2.08.2019. : http://bpie.eu/.Google ScholarGoogle Scholar
  4. Christian Norberg-Schulz, Genius loci: towards a phenomenology of architecture. 1980. Retrieved 05.10.2019. https://www.worldcat.org/title/genius-loci-towards-a-phenomenology-of-architecture/oclc/6666454Google ScholarGoogle Scholar
  5. Aino Ahtinen, Jenni Poutanen, Maiju Vuolle, Kaisa Väänänen, and Sanna Peltoniemi, "Experience-Driven Design of Ambiences for Future Pop Up Workspaces," in European Conference on Ambient Intelligence, Springer, Cham, 2015, pp. 296--312. Google ScholarGoogle ScholarCross RefCross Ref
  6. Pradthana Jarusriboonchai, Aris Malapaschas, and Thomas Olsson, "Design and Evaluation of a Multi-Player Mobile Game for Icebreaking Activity," in Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16, 2016, pp. 591--594. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Dominique T. Chlup and Tracy E. Collins, "Breaking the Ice: Using Ice-breakers and Re-energizers with Adult Learners," in Adult Learning, 2010, pp. 34--39. https://doi.org/10.1177%2F104515951002100305Google ScholarGoogle ScholarCross RefCross Ref
  8. Kate Exley and Reg Dennick, Small Group Teaching: Tutorials, Seminars and Beyond. 2004.Google ScholarGoogle Scholar
  9. Kirsikka Kaipainen, Aino Ahtinen, and Aleksi Hiltunen, "Nice Surprise, more Present than a Machine," in Proceedings of the 22nd International Academic Mindtrek Conference, 2018, pp. 163--171. https://doi.org/10.1145%2F3275116.3275137Google ScholarGoogle Scholar
  10. Florian Pecune, Jingya Chen, and Justine Cassell, "Field Trial Analysis of Socially Aware Robot Assistant Socially Interactive Agents Track," in Proceedings of the 17th International Conference on Autonomous Agents and Multi Agent Systems, 2018, pp. 1241--1249.Google ScholarGoogle Scholar
  11. Roy B. Melton, Calra B. Zoltowski, Monica E. Cardella and William C. Oakes, "Work in progress: Development of a design task to assess students' understanding of human- centered design," in IEEE Frontiers in Education Conference, 2010, pp. 26--27. https://doi.org/ Google ScholarGoogle ScholarCross RefCross Ref
  12. Ilpo Koskinen, John Zimmerman, Thomas Binder, Johan RedStrom, and Stephan Wensveen, "Design Research through Practice, from the Lab, Field, and Showrooms." San Francisco, CA: Morgan Kaufmann Publishers, 2011. https://doi.org/10.1109%2Ftpc.2013.2274109Google ScholarGoogle Scholar
  13. Stoffel Kuenen. 2014. The Practice of Constructive Design Research. Video. Retrieved 10.10.2019 from https://vimeo.com > Stoffel Kuenen > Videos.Google ScholarGoogle Scholar
  14. Masahiro Shiomi, Takayuki Kanda, Hiroshi Ishiguro, and Norihiro Hagita, "Interactive Humanoid Robots for a Science Museum," 2006. https://doi.org/10.1109%2Fmis.2007.37Google ScholarGoogle Scholar
  15. Williem Pieterson, Wolfgang Ebbers, and Christian Ø. Madsen, "New Channels, New Possibilities: A Typology and Classification of Social Robots and Their Role in Multi-channel Public Service Delivery," 2017. https://doi.org/10.1007%2F978-3-319-64677-0_5Google ScholarGoogle Scholar
  16. Ben Robins, Kerstin Dautenhahn, and Paul Dickerson, "From Isolation to Communication: A Case Study Evaluation of Robot Assisted Play for Children with Autism with a Minimally Expressive Humanoid Robot," in Proceedings of the 2nd International Conferences on Advances in Computer-Human Interactions, ACHI 2009, 2009, pp. 205--211. https://doi.org/10.1109%2Fachi.2009.32Google ScholarGoogle Scholar
  17. Kwangmin Jeong, Jihyuan Sung, Lee Hae-Sung, Lim Aram, Kim Hyemi, Park Chanmi, Jeong Yuin, Lee Jeehang, and Kim Jinwoo "Fribo: A Social Networking Robot for Increasing Social Connectedness through Sharing Daily Home Activities from Living Noise Data," Proceedings of the 2018 ACM/IEEE International Conference on Human-Robot Interaction - HRI '18, pp. 114--122, 2018. https://doi.org/10.1145%2F3171221.3171254Google ScholarGoogle Scholar
  18. Thomas Olsson, Pradthana Jarusriboonchai, Pawel Woźniak, Susanna Paasovaara, Kaisa Väänänen, and Andres Lucero, "Technologies for Enhancing Collocated Social Interaction: Review of Design Solutions and Approaches," Computer Supported Cooperative Work (CSCW), no. CMC, pp. 1--55, 2019. https://doi.org/10.1007%2Fs10606-019-09345-0Google ScholarGoogle Scholar
  19. Viirj Kan, Katsuya Fujii, Judith Amores, Chang Long, Zhu Jin, Pattie Maes, Hiroshi Ishii "Social Textiles: Social Affordances and Icebreaking Interactions Through Wearable Social Messaging Work-in," in Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, 2015, pp. 619--624. https://doi.org/10.1145%2F2677199.2688816Google ScholarGoogle Scholar
  20. Yvonne Rogers and Harry Brignull, "Subtle Ice-breaking: encouraging Socializing and Interaction Around a Large Public Display," in Workshop on Public, Community. and Situated Displays, 2002, p. 6.Google ScholarGoogle Scholar
  21. Susanna Paasovaara, P Pradthana Jarusriboonchai, and Thomas Olsson, "Understanding Collocated Social Interaction Between Pokémon GO Players," in MUM '17: Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, 2017. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Janne Paavilainen, Hannu Korhonen, Kati Alha, Jaakko Stenros, Elina Koskinen, and Frans Mayra, "The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream," in Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17, 2017, no. Figure 1, pp. 2493--2498. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Jaakko Stenros, Janne Paavilainen, and Frans Mäyrä, "The Many Faces of Sociability and Social Play in Games," in Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009, pp. 82--89. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Beatruc Alenljung, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke, "User Experience in Social Human-Robot Interaction," International Journal of Ambient Computing and Intelligence, vol. 8, no. 2, pp. 12--31, 2017. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Micheal Joosse and Vanessa Evers, "A Guide Robot at the Airport: First Impressions," in HRI '17 Companion, 2017. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Marketta Niemelä, Päivi Heikkilä, and Hanna Lammi, "A Social Service Robot in a Shopping Mall - Expectations of the Management, Retailers and Consumers," in HRI '17 Proceedings of the Companion of the 2017 ACM/IEEE International Conference on Human-Robot Interaction, 2017, pp. 227--228. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Michal Luria, Guy Hoffman, Benny Megidish, Oren Zuckerman, and Sung Park, "Designing Vyo, a robotic Smart Home assistant: Bridging the gap between device and social agent," 25th IEEE International Symposium on Robot and Human Interactive Communication, RO-MAN 2016, pp. 1019--1025, 2016. Google ScholarGoogle ScholarCross RefCross Ref
  28. Omar Mubin, Muneeb I. Ahmad, Simranjit Kaur, Wen Shi, and Aila Khan, "Social Robots in Public Spaces: A Meta-review," in International Conference on Social Robotics, Springer, Cham, 2018, pp. 213--220. Google ScholarGoogle ScholarCross RefCross Ref
  29. Martin Schrepp, "User Experience Questionnaire Handbook," International Journal of Interactive Multimedia and Artificial Intelligence, vol. 4(4), no. September, pp. 40--44, 2015. Google ScholarGoogle ScholarCross RefCross Ref
  30. Ryan Brooks, "Influencing Digital Users with Color. How Does Color Affect the User Experience?" UX Planet, 2017. Retrieved 10.10.2019. https://uxplanet.org/influencing-digital-users-with-color-12cd252f3b66.Google ScholarGoogle Scholar
  31. Rebecca Q. Stafford, Bruce. A. MacDonald, Chandimal Jayawardena, Daniel M. Wegner, and Elizabeth Broadbent, "Does the Robot Have a Mind? Mind Perception and Attitudes Towards Robots Predict Use of an Eldercare Robot," International Journal of Social Robotics, vol. 6, no. 1, pp. 17--32, Apr. 2013. Google ScholarGoogle ScholarCross RefCross Ref
  32. Elizabeth Broadbent, Rie Tamagawa, Ngaire Kerse, Brett Knock, Anna Patience and Bruce MacDonald, "Retirement home staff and residents' preferences for healthcare robots," RO-MAN 2009 - The 18th IEEE International Symposium on Robot and Human Interactive Communication, Toyama, 2009, pp. 645--650. Google ScholarGoogle ScholarCross RefCross Ref
  33. Satu Elo and H elvi Kyngäs, "The qualitative content analysis process," Journal of Advanced Nursing, vol. 62, no. 1, pp. 107--115, Apr. 2008. https://doi.org/10.1111%2Fj.1365-2648.2007.04569.xGoogle ScholarGoogle ScholarCross RefCross Ref
  34. Yongwen Xu, "Effective Gamification Design: A Literature Review," The SIJ Transactions on Computer Science Engineering & its Applications (CSEA), vol. 03, no. 02, pp. 06--13, Apr. 2015. https://doi.org/10.9756%2Fsijcsea%2Fv3i2%2F03040120201Google ScholarGoogle ScholarCross RefCross Ref
  35. Emily I. M. Collins, Anna L. Cox, and Frank Lee, "Say Cheese!," Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16, 2016. https://doi.org/10.1145%2F2967934.2968096Google ScholarGoogle Scholar
  36. Hannu Korhonen, Markus Montola and Juha Arrasvuori, "Understanding Playful User Experience Through Digital Games", in International Conference on Designing Pleasurable Products and Interfaces, DPPI09, Compiegne University of Technology, Compiegne, France, 2009.Google ScholarGoogle Scholar
  37. M Maartje M. A. de Graaf and S Somaya Ben Allouch, "Exploring influencing variables for the acceptance of social robots," Robotics and Autonomous Systems, vol. 61, no. 12, pp. 1476--1486, Dec. 2013. https://doi.org/10.1016%2Fj.robot.2013.07.007Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Beatrice Alenljung, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke, "User Experience in Social Human-Robot Interaction," Rapid Automation, pp. 1468--1490, 2019. https://doi.org/10.4018%2F978-1-5225-8060-7.ch069Google ScholarGoogle ScholarCross RefCross Ref
  39. Eric Paulos and Elizabeth Goodman, "The familiar stranger," Proceedings of the 2004 conference on Human factors in computing systems - CHI '04, 2004. https://doi.org/10.1145%2F985692.985721Google ScholarGoogle Scholar
  40. "Pepper the humanoid robot | SoftBank Robotics EMEA", Softbankrobotics.com, 2019. Retrieved from: https://www.softbankrobotics.com/emea/en/pepper.Google ScholarGoogle Scholar
  41. Karen Holtzblatt, Jessamyn B. Wendell, and Shelley Wood, "Rapid Contextual Design," Ubiquity, vol. 2005, no. March, pp. 3--3, Mar. 2005. https://doi.org/10.1145%2F1066348.1066325Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Wilma A. Bainbridge, Justin W. Hart, Elizabeth S. Kim, and Brian Scassellati, "The Benefits of Interactions with Physically Present Robots over Video-Displayed Agents," International Journal of Social Robotics, vol. 3, no. 1, pp. 41--52, Oct. 2010. Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Color game: a collaborative social robotic game for icebreaking; towards the design of robotic ambiences as part of smart building services

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek
        January 2020
        182 pages
        ISBN:9781450377744
        DOI:10.1145/3377290

        Copyright © 2020 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 6 February 2020

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        AcademicMindtrek '20 Paper Acceptance Rate24of45submissions,53%Overall Acceptance Rate110of207submissions,53%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader