PRE2020 3 Group8
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:
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)
Who are the users
The target of the application is to support civilians in daily life. The audience of the prototype is narrowed down to adolescents and adults who use computers on a daily basis.
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Approach, milestones and deliverables
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
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Software documentation
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