PRE2020 3 Group8: Difference between revisions

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= User description =
= User description =


=== Primary Target Audience ===
== Primary Target Audience ==
The application will be designed to be used by technology-oriented adults (mainly focusing on minus 30 years), who interact with computers and smartphones on a daily basis. The main target for this system are students who spend most of their time alone in their student accommodation. This can both be due to contemporary COVID-19 pandemic stay-at-home regulations, but also for users who live abroad for a short time, for example.  
The application will be designed to be used by technology-oriented adults (mainly focusing on minus 30 years), who interact with computers and smartphones on a daily basis. The main target for this system are students who spend most of their time alone in their student accommodation. This can both be due to contemporary COVID-19 pandemic stay-at-home regulations, but also for users who live abroad for a short time, for example.  



Revision as of 16:16, 11 February 2021

Group description

Abstract

A pure software end-user application that supports people in their need to socialize while motivating self-improvement. Anthropomorphism is intentionally used to increase user commitment and experience. Machine learning techniques are used to process user's data and provide feedback, and to facilitate the anthropomorphized interface.


Members

(in alphabetical order):

  • Edwin Steenkamer (1006712)
  • Emi Kuijpers (1227154)
  • Fanni Egresits
  • Morris Boers (1253107)
  • Lulof Pirée (1363638)

Task division

Machine Learning: Lulof & Edwin

User Interface: Morris

User-centered design: Emi & Fanni


GitHub Page:

GitHub

Logbook

See the page logbook_group_8

Problem statement and objectives

Goals

The software application has two main requirements:

The system's main aim is to provide users with insight in parts of their behavioural patterns that are unknown to them. Humans tend to rely heavily on their intuition, both for retrospective as prospective memories, and will often experience overconfidence and other biases. The system will serve as a non-biased evaluation tool, which will result in the user discovering behavioural patterns after a fixed period based on their objective data, rather than intuitions and memory.

Secondly, the system must decrease the net amount (both intensity and frequency) of negative emotions and lack of motivation experienced due to a lack of social interaction by engaging the user with its data – both during input and output – in a personal, more human-like way. Using a human-like question generator to let the user put in data rather than a non-interactive interface (for example, a questionnaire), the user will perceive a need to answer the system rather than filling in the data. The aim is to increase motivation and overall well-being by presenting the reflection of the data in a personalized way, using natural language processing.

Beyond the scope

The following features are probably valuable additions to the product, but they are beyond the scope of what can be achieved in one quartile:

  • Voice recognition, natural language text inputs (natural language processing is too much to add within the given timespan)
  • Animated anthropomorphized interface (e.g. simulated face)

User description

Primary Target Audience

The application will be designed to be used by technology-oriented adults (mainly focusing on minus 30 years), who interact with computers and smartphones on a daily basis. The main target for this system are students who spend most of their time alone in their student accommodation. This can both be due to contemporary COVID-19 pandemic stay-at-home regulations, but also for users who live abroad for a short time, for example.

The focus will also be on people who want to improve their daily structure and overall well-being in any way but have no idea what would be best for them. Therefore, the system will provide its user with objective data to discover clear behavioural patterns that might have lead to certain events. Users are more extensively described at the user analysis-section. %refer to user analysis on the wiki. If wiki still unavailable, delete sentence. The application will likely not be suitable for children due to its design constraints, or for elderly people who are not technology-oriented and adapted to new technologies.

User requirements

To engage positive behaviour in people using an AI application, an accessible and practical user-interface is critical. An irresponsive, unintuitive or unfinished interface may discourage users from using the application, let alone be positively nudged by the application. Users need to perceive social engagement and be positively motivated by the system to change its behaviour.

Approach, milestones and deliverables

Project architecture v1.png

Download as PDF: File:Project architecture v1.pdf

Literature Review (separate file)

Due to bugs in the installation of the LaTeX engine of the wiki, mathematical expressions cannot be shown here. See the following Overleaf file for the literature review, and references: Literature review Overleaf file.

Overview

Work-in-progress-page

See the page WIP group 8 for an actively edited file of notes.

User guide

TODO...

Software documentation

TODO...

References