creative design of simon the robot (chi2011)

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1May 9, 2011 1Proprietary & ConfidentialNovember 23, 2009 (Master Slide)

2May 9, 2011 2Proprietary & ConfidentialNovember 23, 2009 (Master Slide)

The Shape of SimonCHI2011 Conference, Vancouver, BC

May 9, 2011

3May 9, 2011 3Proprietary & ConfidentialNovember 23, 2009 (Master Slide)

IntroductionStarting point and precedentsEstablishing a vocabulary and aesthetic targetInitial explorationsMaking it real: team collaborationSimon comes to lifeReactions

4May 9, 2011

Introduction

5May 9, 2011

Hi!Introduction

6May 9, 2011

Smart Designintroduction

Designing for people and their everyday lives.

7May 9, 2011

Georgia Tech Socially Intelligent Machines LabIntroduction

8May 9, 2011

Dr. Andrea ThomazSocially Intelligent Machines Lab

Introduction

9May 9, 2011

The Simon ProjectIntroduction

10May 9, 2011

Starting point and precedents

11May 9, 2011

Kismet, Cynthia Breazeal, MITStarting point and precedents

12May 9, 2011

The Leonardo Social Robot ProjectStarting point and precedents

13May 9, 2011

Design observations from the Leonardo Machine Learning project

Eyes are important as a natural and intuitive mechanism for HRI

“Creature”-like offers better success than human-like because it sets appropriate expectations

Hyperrealism in features, such a Leonardo’s fur, eyelashes, lips and finger pads can have a frightening effect (Leonardo was convincingly “gremlin”-like)

A balance between machine aesthetics and human forms can help avoid the “uncanny valley”

While Leo had over 30 degrees of freedom in the head and face, the ears were most often used for emotional and nonverbal expression

A desirable feature set for the head would include: a rotating and pivoting head, movable eyes, top and bottom eyelids, a mouth, eyebrows and some expressive ear feature

Key learningsStarting point and precedents

14May 9, 2011

Initial constraints

The desired feature set for the head was a rotating and pivoting head, movable eyes, top and bottom eyelids, a mouth, eyebrows and some expressive ear feature

Overall proportions were predetermined by the Internal body mechanism constructed by Meka robotics and based on a previous mechanical design

The robot would be non-ambulatory

Its character would be friendly and inquisitive

It should appear “young” to reinforce its role as a learner

Designing a socially aware service robotStarting point and precedents

15May 9, 2011

Initial constraintsStarting point and precedents

16May 9, 2011

Initial constraintsStarting point and precedents

17May 9, 2011

Establishing a vocabulary and aesthetic target

18May 9, 2011

A survey of existing robot typesEstablishing a vocabulary

19May 9, 2011

Primary characteristics

Figure-like impression (forms that can be distinguished as head, face, body and limbs)

Non-threatening forms

Affordances that suggest multiple functions

Simplified forms that avoid the suggestion of musculature or overly detailed anatomies

Machine or appliance references to balance the creature semantics

The “friendly doll” aestheticEstablishing a vocabulary

20May 9, 2011

References: Sony partner robotEstablishing a vocabulary

21May 9, 2011

References: Frobo Fictional robot, Drexel University studentEstablishing a vocabulary

22May 9, 2011

References: Marvin, Hitchiker’s Guide to the GlaxyEstablishing a vocabulary

23May 9, 2011

References: Megaman, toy figureEstablishing a vocabulary

24May 9, 2011

References: Munny vinyl toyEstablishing a vocabulary

25May 9, 2011

References: Toonami TomEstablishing a vocabulary

26May 9, 2011

Observations from references and previous research

The top of the head would have a covering of some sort, either a helmet, or a form that suggests hair

Ears would be abstracted to appear as large appliance parts, perhaps antennae

Eyes would be distinctive, as they are the focal point for the intended human-robot interaction

Mouth and eyebrows would be used in addition to the eyes and ears in order to express emotion

Proportions for the body-head size ratio, head-eye size ratio, and eye placement would be child-like

Ideal characteristicsEstablishing a vocabulary

27May 9, 2011

ReferencesEstablishing a vocabulary

28May 9, 2011

ReferencesEstablishing a vocabulary

29May 9, 2011

ReferencesEstablishing a vocabulary

30May 9, 2011

ReferencesEstablishing a vocabulary

31May 9, 2011

ReferencesEstablishing a vocabulary

32May 9, 2011

Head shapeEstablishing a vocabulary

33May 9, 2011

Eye sizeEstablishing a vocabulary

34May 9, 2011

Eye placementEstablishing a vocabulary

35May 9, 2011

Ear shapesEstablishing a vocabulary

36May 9, 2011

Ear shapesEstablishing a vocabulary

37May 9, 2011

Initial explorations

38May 9, 2011

Body typesDefining proportions

39May 9, 2011

Body typesDefining proportions

40May 9, 2011

Initial explorationsDefining proportions

41May 9, 2011

Initial explorationsDefining proportions

42May 9, 2011

Initial explorationsDefining proportions

43May 9, 2011

Initial explorationsDefining proportions

44May 9, 2011

Initial explorationsDefining proportions

45May 9, 2011

Head to body ratioDefining proportions

46May 9, 2011

3D sketchDefining proportions

47May 9, 2011

Making it real: team collaboration

48May 9, 2011

Eyeball mechanismMaking it real: team collaboration

49May 9, 2011

IterationsMaking it real: team collaboration

50May 9, 2011

IterationsMaking it real: team collaboration

51May 9, 2011

IterationsMaking it real: team collaboration

52May 9, 2011

IterationsMaking it real: team collaboration

53May 9, 2011

IterationsMaking it real: team collaboration

54May 9, 2011

Animating the designMaking it real: team collaboration

55May 9, 2011

Scaled modelsMaking it real: team collaboration

56May 9, 2011

Scaled modelsMaking it real: team collaboration

57May 9, 2011

Seamless eyebrow integrationMaking it real: team collaboration

58May 9, 2011

Lip movementMaking it real: team collaboration

59May 9, 2011

Scaled modelsMaking it real: team collaboration

60May 9, 2011

Simon comes to life

61May 9, 2011

Head constructionSimon comes to life

62May 9, 2011

Head constructionSimon comes to life

63May 9, 2011

Head constructionSimon comes to life

64May 9, 2011

Head constructionSimon comes to life

65May 9, 2011

Head constructionSimon comes to life

66May 9, 2011

Reactions

67May 9, 2011

Head constructionSimon comes to life

68May 9, 2011

Simon at CHI2010reactions

69May 9, 2011

Simon’s gazeReactions

70May 9, 2011

Head constructionSimon comes to life

71May 9, 2011

Interacting with peopleSimon comes to life

72May 9, 2011

“Cool”, “pretty life-like”

“…amazed by it.”

Regarding the robot’s gaze, “I was surprised at first but it made the interaction easier because I knew that he knew some of what I was saying”

“What was amazing was that his movements felt like there was something in there learning and it wasn’t all just motors, metal in plastic. Something inherently felt good about interfacing with Simon versus[sic] a computer”.

Nova, “Simon, the kinder gentler robot, wit a face that’s easy to love.”

The Engadget technology blog has described Simon as “super cute” with a “head that will stop you in your tracks”

What people are sayingReactions

73May 9, 2011

Simon and AndreaReactions

74May 9, 2011

Simon and AndreaReactions

75May 9, 2011

Head constructionSimon comes to life

76May 9, 2011

Sophistication of motion–generating more lifelike and believable motion, such as including a library of motion variants

Contingency detection across a variety of modalities – using a simple cue like “I see a person in front of me” to know when to start an interaction. Enables turn-taking behavior.

Making Simon a natural and intuitive learner, so anyone could be able to teach it new tasks, studying ways that people teach

Active learning–having the robot ask questions in order to build learning, rather than waiting for the human to initiate teaching

What Simon has been up toReactions

77May 9, 2011

How will the additional facial features (eyebrows, lips) affect the human-robot interaction?

Can the presence of body shells further enhance the robot’s approachability?

How might color and material differences play a role in differentiating features?

What kind of light vocabulary can be developed for the ear pod feedback? (Right now it indicates a moment of recognition)

How can the sound of Simon’s voice match his physical features?

Can different facial geometries imply different robot personalities?

If we build a brand and social presence (such as a Facebook page) around Simon, will that deepen people’s emotional connection?

Design questions moving forwardReactions

78May 9, 2011

http://www.cc.gatech.edu/social-machines/publications.html

athomaz@cc.gatech.edu

Reactions

http://www.carladiana.comhttp://www.smartdesignworldwide.com

carla@carladiana.com

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