Programming a humanoid robot to serve as a student assistant and mood-boosting companion: a case study

Background and Goals

For the final group project in my Human-Computer Interaction class at HKUST, my team was tasked with programming a robot to fulfill a useful purpose. We had studied the applications of robotics and intelligent technologies in class, and were challenged to create a working and relevant human-robot interaction.

Our tool was Pepper: an autonomous, programmable semi-humanoid robot developed under SoftBank Robotics. The robot possesses a complete multimedia system, including:

  • four microphones (for voice recognition and sound localization)
  • two HD cameras (for computer vision, including…

Expanding the capabilities of paper as an information carrier: a case study

Context

As the second project in my Human-Computer Interaction class at HKUST, I was tasked with developing an Augmented Reality application to improve on the information-sharing capabilities of paper. The ultimate application would use mobile device to scan paper and demonstrate an interactive or 3D model. The context of the application (education, health care, etc.) and type of paper product (books, sticky notes, etc.) remained up to us. Below is a broad documentation of our process and my reflections:

Initial Concepts


Designing an interactive sustainability campaign to encourage environmentally-friendly habits among students at HKUST: a case study

Background and Goals

As a transfer student at the Hong Kong University of Science and Technology in fall 2019, I took an introductory course in human-computer interaction.

Our first project was to create a “meaningful” interactive campaign to encourage sustainability on our campus. We were challenged to use the design process to come up with creative solutions beyond the posters and advertisements we see everyday. Campaigns like the example below tend to be more effective at motivating action and changing user behavior.

Together with 4 other…


Conceptualizing and designing a gamified virtual store feature for a children’s speech pathology app

Context

As part of the DALI Lab, a tech consultancy at Dartmouth, I worked on a speech pathology startup called Blabl. Blabl is an iPad application that encourages children with speech impediments to practice speaking through interactive, guided stories.

As the sole designer and iOS developer, I inherited the iPad game partly through its development. The app needed design modifications and a more dynamic system of user retention, which I worked to address over the course of a 10-week sprint. …


Conceptualizing and designing an app to help users build/maintain strong habits

Context

In the spring of 2019, I took a core course in my Dartmouth career: Introduction to UI/UX Design.

The course’s culminating experience was a beginning-to-end application design sprint — my partner and I set out to create an app intended to improve users’ mindfulness. The question of what mindfulness meant and how to improve it, though, remained up to us. With that in mind, and the skills developed in class, we set out to create an impactful application. Below are some key decisions from the process.

Decision 1: What is mindfulness? How can we improve it?

My first step…

Shreyas Agnihotri

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