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Integrating cultural responsiveness into the educational setting is essential to the success of multilingual students. As social robots present the potential to support multilingual children, it is imperative that the design of social robot embodiments and interactions are culturally responsive. This paper summarizes the current literature on educational robots in culturally diverse settings. We argue the use of the Culturally Localized User Experience (CLUE) Framework is essential to ensure cultural responsiveness in HRI design. We present three case studies illustrating the CLUE framework as a social robot design approach. The results of these studies suggest co-design provides multicultural learners an accessible, nonverbal context through which to provide design requirements and preferences. Furthermore, we demonstrate the importance of key stakeholders (students, parents, and teachers) as essential to ensure a culturally responsive robot. Finally, we reflect on our own work with culturally and linguistically diverse learners and propose three guiding principles for successfully engaging diverse learners as valuable cultural informants to ensure the future success of educational robots.more » « less
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Despite promises about the near-term potential of social robots to share our daily lives, they remain unable to form autonomous, lasting, and engaging relationships with humans. Many companies are deploying social robots into the consumer and commercial market; however, both the companies and their products are relatively short lived for many reasons. For example, current social robots succeed in interacting with humans only within controlled environments, such as research labs, and for short time periods since longer interactions tend to provoke user disengagement. We interviewed 13 roboticists from robot manufacturing companies and research labs to delve deeper into the design process for social robots and unearth the many challenges robot creators face. Our research questions were: 1) What are the different design processes for creating social robots? 2) How are users involved in the design of social robots? 3) How are teams of robot creators constituted? Our qualitative investigation showed that varied design practices are applied when creating social robots but no consensus exists about an optimal or standard one. Results revealed that users have different degrees of involvement in the robot creation process, from no involvement to being a central part of robot development. Results also uncovered the need for multidisciplinary and international teams to work together to create robots. Drawing upon these insights, we identified implications for the field of Human-Robot Interaction that can shape the creation of best practices for social robot design.more » « less
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The social robotics market is appealing yet challenging. Though social robots are built few remain on the market for long. Many reasons account for their short lifespan with costs and context-specificity ranking high amount them. In this work, we designed, fabricated, and developed FLEXI, a social robot embodiment kit that enabled unlimited customization, making it applicable for a broad range of use cases. The hardware and software of FLEXI were entirely developed by this research team from scratch. FLEXI includes a rich set of materials and attachment pieces to allow for a diverse range of hardware customizations that ensure the embodiment is appropriate for specific customer/researcher projects. It also includes an open-source end-user programming interface to lower the barrier of robotics access to interdisciplinary teams that populate the field of Human-Robot Interaction. We present an iterative development of this cost-effective kit through the lenses of case studies, conceptual research, and soft deployment of FLEXI in three application scenarios: community-support, mental health, and education. Additionally, we provide in open-access the full list of materials and a tutorial to fabricate FLEXI, making it accessible to any maker space, research lab, or workshop space interested in working with or learning about social robots.more » « less
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Virtual reality (VR) offers potential as a collaborative tool for both technology design and human-robot interaction. We utilized a participatory, human-centered design (HCD) methodology to develop a collaborative, asymmetric VR game to explore teens’ perceptions of, and interactions with, social robots. Our paper illustrates three stages of our design process; ideation, prototyping, and usability testing with users. Through these stages we identified important design requirements for our mid-fidelity environment. We then describe findings from our pilot test of the mid-fidelity VR game with teens. Due to the unique asymmetric virtual reality design, we observed successful collaborations, and interesting collaboration styles across teens. This study highlights the potential for asymmetric VR as a collaborative design tool as well as an appropriate medium for successful teen-to-teen collaboration.more » « less
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