Over the last few decades, semi-autonomous machine’s technology started to promote awareness towards the importance of human–robot interaction (HRI) for improving daily activities. More affordable social robots are being commercially released and in order to implement viable applications of HRI, a combination human-computer interaction and user experience methodologies could play a pivotal role in assessing new scenarios and evaluating new investigations. However, literature shows that it is still challenging to reach an optimal user experience with robotic companions. The aim of the study was to determine the chance to enhance the user experience with a semi-autonomous social robot, using user experience and human–computer interaction methodologies. In this study, a social robotic companion has been developed and prototyped in order to be adopted in a specific public environment such as a company workspace. The challenges emerged from this peculiar environment triggered the need for a more productive and comfortable office for the employees, and, at the same time, the usability, acceptance and likeability of the robotic companion have been evaluated. The results emphasize that, since HRI is highly interdisciplinary, the benefits of combining approaches from other fields could positively benefit from a meaningful social interaction with the users.
This paper reports on the exploration of potential design opportunities for social media and technology to identify issues and challenges in involving people in generating content within a cultural heritage context. The work is divided into two parts. In the first part, arguments are informed by findings from 22 in-depth semi-structured interviews with representatives of cultural institutions and with people from a general audience who recently participated in a cultural activity. The key findings show that social media could be used more extensively to achieve a deeper understanding of cultural diversity, with opportunities in redefining the expert, extending the experience space, and decentralising collaboration. To further support these findings, a case study was set up evaluating the experience of a mini audio tour with user-generated (i.e., personal stories from a local audience) vs. non user-generated (i.e., professional stories including facts) narratives. These were delivered using text and 3D sound on a mobile device. The narratives were related to a built environment in central London near world-renown museums, cultural buildings, and a royal park. Observations, a standardised spatial presence questionnaire, and a short open interview at the end of the tour were used to gain insights about participants preferences and overall experience. Thematic analysis and triangulation were used as a means for understanding and articulating opportunities for social media to better involve and engage people using user-generated narratives presented through 3D sound.
Visitor fatigue and hypercongestion are two key issues in museum visitor studies. This paper investigates some solutions recently developed by different European museums, which are based around the creation of thematic or time based trails or tours. Furthermore, this paper presents an interdisciplinary activity developed at a large scale museum in Italy, modelled on the contextual needs of the visitors. The preliminary stage of this case study involved manual mapping and analysis of visitors’ behaviour. Subsequently, proximity sensors will be introduced. Proximity sensors detect visitor clustering and time of permanence near the artefacts along the museum display. This sensor system can be used as a testing tool for visitor behaviour, but also as a tool to devise a personal museum tour. The main contribution of this paper is the design for the implementation of a non invasive sensor system that aims to track visitor’s behaviour, and suggests new museum pathways.
In a vision of future implications of human‐robot interactions, it is vital to investigate how computer ethics and specifically roboethics could help to enhance human’s life. In this chapter, the role of design expertise will be emphasized by setting multiple disciplines into a constructive dialogue. The reflections will take into consideration different themes, such as acceptability and aesthetics, but above all the ability to generate value and meaning in different contexts. These contexts could find a description in the concept of human enhancement, connected through each other with the skills of the design research. The methodology of the design research will find applicability in the case study of Virgil, where a roboethic approach is contextualized into a cultural heritage field. In this field, it is shown how the ethical approach will bring a benefit to local communities, but at large to any social and cultural strategies involved in the stakeholders’ network.