Imagining the World with Your Robot in It: User Story Mapping as a
HRI Design Method
Galina Kalugina
a
Robotics Laboratory, Sber, Moscow, Russia
Keywords: Design Method, Ideation, Robotic Design, Human-robot Interaction.
Abstract: The article describes a goal-based method of requirements elicitation for the initial design of robots and
robotized processes on both prototype and production levels. The method utilizes a top-down approach similar
to the User Story Mapping, widely used as an ideation tool in software development. It does not require
special training to use, but it works best when professionals from different areas of expertise are involved in
the ideation process. It results in a holistic model of the robotic product or process that accommodates both
end-users and stakeholders and balances the scope of features to develop with deadlines in hand.
1 INTRODUCTION
Robotics is a dark horse of modern technology. In
2017, BCG updated its estimation of robotics market
growth from $67 to $87 billion by 2025 (Sander, A.
& Wolfgang, M., 2014). However, even this
optimistic forecast might be an underestimation
considering recent healthcare challenges that trigger
technology push. Elevating demand in delivery
services, disinfection, and telepresence may
drastically increase the adoption rate of service robots
and widen its fields of application.
The market growth would increase in the number
of users from different backgrounds who will find
interaction with robots to be a part of their
professional duties or everyday routine (Rogers,
E.M., Singhal, A., Quinlan, M. M., 2008). Designing
robots, the team should consider various
environments where robots will be applied, the
feasibility of production and transportation, the
possibility of off-label use, and multiple other factors.
Achieving those goals may be challenging unless
adequate design methods are employed.
To reduce the gravity of stakeholdersconvictions
and cognitive biases, we suggest fusing several time-
tested tools from the field of software development
and adapting them for practical use in robotics.
Display quotations of over 40 words, or as needed.
a
https://orcid.org/0000-0002-0318-4605
2 USER STORY MAPPING AS
HRI DESIGN METHOD
For robot design, we suggest adapting the User Story
Mapping method. User Story Map is a holistic model
of a final product based on the estimated needs of
users divided by roles they adopt while interacting
with a robot. For the sake of robotics design, we use
the method derived from Jeff Pattons original
technique. Alterations were necessary due to a
significant difference in the range of design
considerations caused by the cyber-physical nature of
robots (Michalos, G. et al, 2015).
The reason to choose this particular approach is
that it allows a research and development team to take
the point of view of every particular stakeholder and
acknowledge their possible professional and personal
reservations against using the product (Buckles, D.,
1999). It is also critical to notice potential
contradictions of stakeholders goals and find a way
to eliminate those from the very early stages of the
design process or at least be aware of their existence.
It also helps all the interested parties to get an
overview of the target product beforehand and align
their expectations.
Kalugina, G.
Imagining the World with Your Robot in It: User Story Mapping as a HRI Design Method.
DOI: 10.5220/0010859100003124
In Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2022) - Volume 2: HUCAPP, pages
179-183
ISBN: 978-989-758-555-5; ISSN: 2184-4321
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
179
2.1 Overview
The ideation part of the design process aims to
develop a comprehensive model of the final product.
Suggested steps are the following:
identify user types that later will become
roles”;
assume users personal and professional goals;
list tasks they should perform to achieve those
goals;
define an array of features to enable performing
those tasks;
prioritize them with timeline and available
resources in mind;
set realistic expectations for the product by
reducing the scope according to deadlines or
technical feasibility reasons.
Since brainstorming is proven to be a highly
effective problem-solving technique (Osborn A.F.,
1963), the ideation process typically includes several
moderated brainstorming sessions with
representatives of stakeholders present along with
engineers, designers, and project managers (if any).
Moderators responsibilities include:
Writing down all the ideas from all the
participants nondiscriminatory;
Making sure participants communicate
respectfully, feel like they work together
toward a common goal, and have the same
opportunity to share their ideas as any other
team member to keep healthy group dynamics
and facilitating performance and creativity of
individuals and a group as a whole (Allport, F.
H. 1920), (Carr, P. B. & Walton G. M., 2014),
(Cwir, D. et al 2011), (Walton, G. M. et al,
2012);
Introducing and enforcing a schedule: sessions
would likely be lengthy so that breaks will be
necessary to eliminate adverse cognitive
effects of mental fatigue (Boksem, M.A.S. et
al, 2005) and promote productivity;
Directing conversations so they would be
productive. Informal chats happen, but if they
become distractive or unrelated to the topic, a
moderator should interfere or call on break.
Рeople struggle to focus when they are tired
(Boksem, M.A.S. et al, 2005);
Summarizing ideas at the beginning and the
end of the sessions to maintain the context of
the session;
Preparing final deliverables.
Team members may raise valid but untimely
questions, which could cause elaborate yet
misdirecting debates—providing pens and sheets of
paper for participants to write down their questions
and concerns should help keep them from disrupting
the brainstorm-like flow of the session. After all parts
of the session are done, a moderator should address
those notes.
Moderators can provide their ideas as any other
team members, but they cannot censor suggestions of
other participants in any way. Another moderators
goal is to prevent team members from assuming
authority over other participants, influencing the team
as a whole, and keeping others from sharing their
ideas aloud (Anderson, C., & Kilduff, G. 2009).
Assumptions are written on sticky notes for
convenience: placing and removing them is faster and
easier than using digital stickers (Jensen M. M., et al,
2018) or editing a table. In this way, team members
will not be reluctant to throw away the results of the
time and effort spent on solutions that do not serve
the purpose. Every session should start with a quick
recap of the progress so far and end with
housekeeping: removing repetitive or obsolete items.
It is essential to keep in mind that similarly-worded
items may have a different meaning when applied to
different roles, goals, or tasks (Milicic, A., et al,
2014).
2.2 Model Structure
The model has four layers: roles, goals, tasks, and
features. The advice is to work on each layer on
different days to manage the mental workload of the
team. That will also help to take a fresh look at every
layer before starting to work.
2.2.1 Roles
Role” is essentially a model that describes a
particular subset of users, personal or professional,
including people who maintain and fix robots,
administer associated software, pack and move it as a
physical object, and so on. Modeling roles instead of
designing based strictly on testimonials of actual
users helps avoid focusing on personality traits rather
than actual needs. Which, in turn, may result in
designing unscalable products (Cooper, A., 1999).
Most common roles
End-users, or rather, immediate users — people who
will interact with a robot directly. For example, for
delivery robots, those are people who retrieve or load
the packages; for collaborative industrial robots,
those are automated line workers; and for non-
collaborative industrial robots, those are automation
operators;
HUCAPP 2022 - 6th International Conference on Human Computer Interaction Theory and Applications
180
clients — people who own the robot and use it
to provide services to their customers;
hardware maintenance engineers
professionals who design, maintain, or fix
robots hardware;
software engineers professionals who
develop, set up, and upgrade robots software;
movers people who will pack, handle and
transport robots or parts to clients or servicing
facilities;
assembly line workers staff involved in the
production of robots.
Additional roles for mobile robots
bystanders people or animals who do not
interact with robot directly, but may be affected
by it: be startled or hurt by a moving robot,
forced to change their route, or experience
similar inconveniences while the robot is on the
mission;
vandals people or animals who may attack
or drabble robot;
hackers people who may access robots
control system and use it for prank or attack,
steal userspersonal data or gather data with
robots sensors.
Depending on the environment, more roles may
be worth considering. For example, if robots are to be
used in airports or high-impact international events,
the roles of security inspectors would probably
appear. Security consideration, in turn, may greatly
influence design choices regarding the component
configuration inside the robots.
2.2.2 Goals
Goals are the personal needs of people who will use,
maintain or profit from a robot. It is essential to
acknowledge that usersgoals in particular roles may
contradict the goals of the development team or users
in other roles. For example, client employees may
want to maintain the existing process they are familiar
and comfortable with rather than adopt a new one due
to misgivings about their part in that new process,
even if it will potentially reduce their workload. That
occurs because people are naturally aversive toward
losses, even if they are hypothetical (Kahneman, D.
& Tversky, A., 1992). The development team may
miss that particular factor and operate under the
assumption that potential reduction of a workload is
the only goal that clients employees may have.
It is also important not to confuse professional
duties with personal goals and goals developers
would like users to have with ones they do have. For
example, keeping a healthy work-life balance or
feeling that their work matters might be a primary
goal (Hu, J., & Hirsh, J. B., 2017) of customer service
workers. While developers assume their primary goal
is to close as many tickets as possible during their
shift. Which, firstly, is not a goal but a task, and
secondly, it is unlikely a primary objective of this
subset of users.
Considering personal goals can potentially align
the product to the needs of all potential users and
avoid the risk of sabotage caused by frustration from
technology Lazar, J. et al, 2006) that negatively
affects the emotional comfort of users or even
increases their workload.
Goals may be benign or adversarial. For example,
the goal a professional might have is to appear
competent (Jones E. E., Pittman T. S., 1982). This
particular goal is benign regarding end-users or
customer service workers and adversarial regarding
vandals or hackers because their means for achieving
those goals would be different. At the early stage of
the design process, we should consider all of them.
That will help anticipate ways robots can be damaged
or misused and prevent or reduce potential harm.
2.2.3 Tasks
Tasks are actions users should take to reach every
particular goal. For example, to stay and keep others
safe, a security official in the airport most likely
would want to look inside the robot to ensure it is safe
and does not carry any forbidden items inside. Close
inspection of the robot and the packaging it arrived in
is a task.
Goals and tasks may be confused, so it is a
moderators responsibility to avoid this confusion.
For example, to feel competent, customer service
workers should study instructional materials about
the robot or undergo training. Feeling competent is
the goal, but studying for it is a task. Instructional
material for customer care specialists and means to
access mechanisms of the robot for a safety
inspection, on the other hand, are featured.
2.2.4 Features
Features are tools we can provide users to help them
complete their tasks and achieve goals with the robot.
For purposes of robotics, we recommend keeping
features at the bird-eye view and leave it to designated
professionals to define the scope of every particular
feature and develop user stories, if needed. For
example, in software development, features can be
zoomed in to upload image via web-link” or sign-in
with Facebook.” However, when it comes to robotics,
Imagining the World with Your Robot in It: User Story Mapping as a HRI Design Method
181
it is best to leave it at mobile app” as a feature for the
summon the robot” task or joystick” as the feature
for create an initial map of the floor” task. Otherwise,
design sessions may take an excessive amount of time
and result in unintelligible deliverables.
Designing end-to-end robotized processes, the
team should treat features as not functions of the
device per se but as tools designed to perform tasks.
Hence, user manuals, safety guidelines, third-party
contracts (e.g., branding and logistics), spare parts,
tools, and transportation boxes are all the features to
be considered. The feasibility of disassembly for
storage and transportation may be critical for sizable
robots, although it is not vital for smaller ones.
3 RESULT PROCESSING
3.1 Revisions
It is best to read aloud the entire wall of stickers
wrapping up sessions and after every break to eliminate
contextual duplicates; otherwise, the team may end up
repeating themselves and unnecessarily extending their
workload. It is perfectly normal for some roles to have
similar goals; the same tasks can be performed to
achieve different goals. If there are duplicates, it is
recommended to remove the corresponding extra
stickers from the wall. It may result in a lacking model
for a particular role, but overall it will be reduced to
necessary yet fully comprehensive.
3.2 Triage
The number of features the team can come up with
might be unrealistic to implement. Prioritizing them
is essential in terms of getting actionable results. The
simplest way to approach prioritization is to do it
iteratively, starting with removing features that the
team agreed not to implement and range the rest of
them by priority (1, 2, 3 or red, yellow, green). The
last stage of prioritization our team calls to draw a
thick black line.” It is an imaginary line on the wall
of stickers symbolizing a deadline or reasonable
scope for a prototype if time is not an issue. Features
that cannot be implemented before the deadline or not
crucial to a prototype, starting with low-priority ones,
go below the line. That will leave the team with an
image of an achievable result.
3.3 Deliverables
Moderator makes sure the entire wall of stickers is
digitized as an excel table or any other document and
sent over to all contributors when the process is fully
complete. Contents of table cells may occur as ready
for development or require additional research and
outside consulting. However, the final document is a
convenient reference to get back to if design and
development go off track.
4 PRACTICAL APPLICATION
The altered USM method has proven suitable for
generating product requirements for various robots
and robotized processes. It may be instrumental in
facilitating the ideation process resulting in a holistic
model of the final product.
4.1 Outcome Analysis
Nevertheless, other outcomes are possible, such as
the discovery of weak links in the initial idea.
According to empirical data, two major potential
issues could be discovered while analyzing the
model: first, a robot is not the most feasible solution
for achieving a majority of listed goals; second, too
much is unknown implementation-wise.
The majority of features are not directly related to
robots.
The number of non-robotic features that would
successfully cover all listed tasks may equal or
overweigh exclusively robotic” ones. It does not
necessarily mean the cost or quality of robotic and
non-robotic solutions will be the same, but it calls
for more profound product-related research.
However, in some cases, a robot indeed is not the
most feasible solution in a particular situation.
Addressing those issues in the early stages of a
project may help to advocate for a robotic
solution competently or avoid predicaments
related to a robots practical application later on.
The overall level of uncertainty is too high.
Suppose most features require additional research
or outside consulting. It may signify that the
current level of technology is not there yet, or the
skillset of the existing team does not cover the
majority of work to be done. Understanding either
factor early on may provide valuable insights and
help to acknowledge nonobvious obstacles on the
way toward the initial goal.
4.2 Considerations and Limitations
Even though the altered USM performs well during
gathering product requirements, it has its constraints.
HUCAPP 2022 - 6th International Conference on Human Computer Interaction Theory and Applications
182
Albeit group work may increase the productivity
of its members and promote overall job
satisfaction, it also may lead to low productivity
(Campion, M. A et al, 1993) and conflict
(Alderfer, C. P., 1977) within the team.
The USM design session may require up to 20
hours of group work and additional time to
digitize results.
Professionals from various fields should be
present, including those who can effectively
represent clients and end-users. That introduces
some logistical challenges.
The resulting model is relatively low-fidelity, and
designing particular features may require
additional design sessions, validation of technical
feasibility of implementation, or research.
5 CONCLUSIONS
In our robotics laboratory, we had a positive outcome
from employing goal-based modeling of the final
product not only for robots per se but also for robot-
related services. We can recommend it to gather
initial requirements and as a first step in the design
process. It also may be used as a fast way to find out
that robotization is not a feasible solution for
particular processes, and usersgoals can be achieved
by other means. Which may contribute to
negotiations with internal clients in corporate
laboratories and significantly reduce resources
allocated to the project. We recommend using this
method as a design practice combining or
complementing it with persona design and user
journey mapping if necessary.
REFERENCES
Sander, A. & Wolfgang, M. The Rise of Robotics. BCG
Perspectives by The Boston Consulting Group. 2014.
Rogers, E.M., Singhal, A., Quinlan, M. M. Diffusion of
Innovations. An Integrated Approach to Communication
Theory and Research. Routledge, 2008.
Michalos G, Makris S, Tsarouchi P, Guasch T, Kontovrakis
D, Chryssolouris G. Design considerations for safe
human-robot collaborative workplaces. Procedia.
2015. CIRP 37:248–253
Buckles, D. Cultivating Peace. International Development
Research Centre and The World Bank
Institute, Ottawa. 1999.
Osborn A.F., “Principles and Procedures of Creative
Problem-solving”. Applied Imagination.
Scribner’s. New York, USA, 1963.
Allport, F. H., The Influence of the Group Upon
Association and Thought. Journal of Experimental
Psychology, 1920. 3: 159-182.
Carr, P. B. & Walton G. Cues of working together fuel
intrinsic motivation. Journal of Experimental Social
Psychology, 53, 169-184. 2014.
Cwir, D., P.B. Carr, Gregory Walton, and S.J. Spencer.
Your heart makes my heart move: Cues of social
connectedness cause shared emotions and
physiological states among strangers. Journal of
Experimental Social Psychology, 47, 661-664. 2011.
Walton, G. M., Cohen, G., Cwir D., Spencer, S. Mere
belonging: The power of social connections. Journal of
Personality and Social Psychology, 102(3): 513–32.
2012. DOI: 10.1037/a0025731
Boksem, M.A.S., Lorist, M.M., Meijman, T.F. Effects of
mental fatigue on attention: an ERP study. Cognitive
Brain Research. 25, 107–116. 2005.
Anderson, C., & Kilduff, G. Why do dominant personalities
attain influence in face-to-face groups? Journal of
Personality and Social Psychology, 96(2), 491-503. 2009.
Jensen M. M., Rädle, R., Klokmose N. C., and Bodker, S.
(2018). Remediating a Design Tool: Implications of
Digitizing Sticky Notes. In Proceedings of the 2018
CHI Conference on Human Factors in Computing
Systems (CHI 18) ACM, New York, NY, USA, Article
224, 12 pages. DOI: 10.1145 ∕ 3173574.3173798
Milicic, A., El Kadiri, S., Perdikakis, A., Ivanov, P., &
Kiritsis, D. Toward the definition of domain concepts
and knowledge through the application of the user story
mapping method. International Journal of Product
Lifecycle Management, 7(1), 3-16. 2014.
Cooper, A. The inmates are running the asylum. Macmillan.
1999.
Kahneman, D. & Tversky, A. “Advances in prospect theory:
Cumulative representation of uncertainty.” Journal of Risk
and Uncertainty. 5 (4): 297–323. 1992. DOI:
10.1007/BF00122574. S2CID 8456150.
Hu, J., & Hirsh, J. B. Accepting lower salaries for
meaningful work. Frontiers in Psychology, 8. 2017.
DOI: 10.3389/fpsyg.2017.01649
Lazar, J., Jones, A., and Shneiderman, B. Workplace user
frustration with computers: An exploratory
investigation of the causes and severity. Behaviour &
Information Technology, 25, 3 239-251. 2006. DOI:
10.1080/01449290500196963
Jones E. E., Pittman T. S. Toward a General Theory of
Strategic Self-Presentation, In J. Suls
(Ed.), Psychological Perspectives on the Self, Vol.
1, 231-262, 1982.
Campion, M. A., Medsker, G. J., & Higgs, A. C. Relations
between work group characteristics and effectiveness:
Implications for designing effective work
groups. Personnel Psychology, 46: 823-850. 1993.
Alderfer, C. P. Organization development. Annual Review
of Psychology, 28, 197–223. 1977. DOI:
10.1146/annurev.ps.28.020177.001213.
Imagining the World with Your Robot in It: User Story Mapping as a HRI Design Method
183