Emotional Design of Children's Intelligent Companion Products
Based on User Experience
Lujun Ren
1,2 a
, Khairun Nisa Mustaffa Halabi
1b
and Hui Ma
1c
1
City University Malaysia U.C.I. Education SDN. BHD. (457626-U), U, No. 8, Jalan 51A/223,
Petaling Jaya, Selangor Darul Ehsan,Menara City, Malaysia
2
School of Mechanical and Electrical Engineering, Anhui Jianzhu University, Hefei, China
Keywords: Intelligent Companionship, Product Innovation, User Experience, Emotional Design.
Abstract: Driven by the development of artificial intelligence technology support, artificial intelligence technology has
greatly improved the quality of people's lives, and the form of interaction between robots and people has
become diversified.The field of service robotics has come into focus in relation to people. This is because
preschool children are highly malleable in terms of their mental development, character formation, intellectual
development and physical fitness.The knowledge, learning, communication and perception of smart
technology in children's smart products are gradually entering everyday life and bringing a technological
innovation to education.To enhance children's experience in using the product by making it intelligent for
preschool children. We study the attitudes, habits, expectations, functional requirements and pain points in
the process of using children's companion robots.Combining the research method of user experience, it
elaborates the user experience design of children's intelligent products, considers its design direction, and
discusses the necessity of emotional design for children's products.Based on the concept of emotional design,
the emotional design principles for children's products are proposed; the importance of emotional design
principles in children's product design is also demonstrated through specific examples. The design strategy
with both practical value and reference value is proposed.
1 INTRODUCTION
In recent years, as the AI-enabled movement has
brought innovation to various industries, cross-
discipline smart hardware is constantly creating a
market hotspot for products. many internet companies
have begun to focus on children's consumer groups
and devote the majority of their company's market to
children's companion smart products. However, due
to the different capabilities of each company, the
products they produce are uneven. These instrumental
products are usually designed without taking into
account the specificity of children's identities, and
still cannot escape from logical loopholes, resulting
in problems such as blurred user orientation, serious
product similarity, and lack of novel function settings
and interaction methods, leading to poor product
a
https://orcid.org/0000-0003-4568-7822
b
https://orcid.org/0000-0003-1940-8519
c
https://orcid.org/0000-0002-5633-6836
practicality. Nowadays, design is increasingly
emphasising real communication between people and
products during use. By combining intelligent and
emotional design, we are exploring emotional design
methods for intelligent companion products that meet
the characteristics of children's users.
2 THE CURRENT STATE OF
DEVELOPMENT OF
CHILDREN'S COMPANION
ROBOTS
The number of new marriages in China reached
13.469 million in 2013, which will likely usher in
China's fourth 'baby boom'. With the opening of
324
Ren, L., Mustaffa Halabi, K. and Ma, H.
Emotional Design of Children’s Intelligent Companion Products Based on User Experience.
DOI: 10.5220/0011924100003612
In Proceedings of the 3rd International Symposium on Automation, Information and Computing (ISAIC 2022), pages 324-329
ISBN: 978-989-758-622-4; ISSN: 2975-9463
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
China's two- and three-child policy, this will further
increase the number of infant boomers in China.
Nowadays, children-related products are also their
main concern in the market. They want these products
to be more than just essentially functional, they
should be emotionally charged, so that children and
the products seem less alien to each other, thus
promoting the healthy development of children's
bodies and minds. This will inevitably lead to a boom
in children's electronic educational products, with
spending on children's education becoming a priority
in household spending.
According to developmental psychology research,
the formative years of infants and toddlers can be
divided into two stages: 0-3 years old for infancy, and
3-7 years old for early childhood. The period of
growth and development from infancy to early
childhood is a period of initiation where children
learn while playing, and therefore more
companionship, interaction and quality education
should be given to children to help them develop
physically and mentally. In order to compensate for
the time parents have to spend with their children due
to work, companion robots may be the perfect product
to neutralise the lack of parental companionship and
the need for guidance.
According to a study published by the
International Federation of Robotics, in 2017, the
total number of robots using service categories in
individuals or households increased by 25%
compared to the overall figure for 2016, with the
entertainment category of companion robots rising by
12% compared to 2016. August 2018 survey data
statistics at the Big Data Research Centre indicated
that children's companion robots were the most
popular compared to other categories of robots the
highest level of attention, at 35.4%. In 2018, sales of
intelligent companion robots for preschoolers
reached $2.52 billion, up 55.5% compared to
previous comparisons.
In 2016, scholar Zhu Hongxuan practiced
modelling design for children's companion robots on
the basis of emotional design theory and characterised
existing robots on the market. It also carried out the
innovative design of the head and facial expression of
children's companion robots, which provided a
theoretical and practical basis for the development
and design of children's companion robots( Zhu
HongXuan2009).
In 2017, scholar Zhang Yixin proposed that
emotional companionship plays a crucial role in the
process of children's growth. Secondly, it summarised
the relevant characteristics of children as well as
analysed and summarised the characteristics of
children's companion robots currently on the market,
and finally, on the basis of the above research, it
carried out innovative design and functional
improvement of children's companion robots, filling
the shortage of children's robots in terms of emotional
expression design( Zhou TianCe2017).
The main problems with the current domestic
children's electronic products in China are that they
are not well targeted, do not have a strong selling
point or a strong sales system, are behind in product
development, and have a wide range of functions,
among others. In terms of their functions, we have
divided them into four main categories, namely
learning-based entertainment; entertainment-based
education; and pure education and learning, pure
entertainment.
The rapid development of intelligent robots, many
brands have emerged in the market, but few brands
are doing well in this area, most of which are not well
known to us, which on the one hand illustrates our
shortcomings in intelligent robots, but also illustrates
the opportunities contained in this area, while as high-
tech products even few companies will invest. Some
of the companies that produce intelligent children's
companion robots are slightly more familiar, such as
Fluorite, BUDDY, BUDDY and Amwell.
Based on research and market feedback, this
article selects the four robots that are currently selling
and popular, namely Ying Shi RK2pro, BUDDY
Robot, BUDDY Robot and Amwell. The four robots
are compared and analysed in terms of their
appearance, materials and colours, interaction,
expressions and interface styles.
(1) Appearance features. The BUDDY robot is
designed to imitate the round and friendly shape of a
cute bean, with fluid curves and a futuristic egg-
shaped design, which makes the robot look round and
cute, and has a simple shape and fewer decorative
lines on its body. Cartoon fun. The head shape is
round and simple, the body is cylindrical, rich in
shape, etc.
(2) CMFcolormaterial&finishing design. The
research found that because ABS material is safe,
strong and tough it is not easy to break, so the
children's companion robots on the market are mainly
made of ABS. The colour scheme is relatively simple,
with white and grey as the main colours. The Pudding
Doudou robot is green and blue in colour, while the
Amwell robot is relatively rich in colour scheme, with
white as the main colour, and grey and gold for the
Emotional Design of Children’s Intelligent Companion Products Based on User Experience
325
face, tail and wheels, enriching the product's sense of
hierarchy. Unlike the above three robots, the BUDDY
robot is mainly made of environmentally friendly
materials, and the overall colour scheme is mainly
white, supplemented by black and grey; private
custom colours. All are fixed and unchangeable.
(3) Form of interaction. This Fluorite RK2pro,
BUDDY robot and Yingjia (Amwell) three robots
mainly through the head display and limbs and wheel
movements to interact with the user. The four
BUDDY robots' interactive behaviours are mainly in
the form of voice interaction and voice feedback
functions, due to the lack of hands and limbs. The
interactive behaviour of the BUDDY and BUDDY
robots is manifested in autonomous interaction,
which will actively talk and communicate with the
user, and can sing and play games together, etc.
Through these interactive behaviours to increase the
emotional connection with the BUDDY robot. The
interaction form of Yingbao RK2pro and Yingjia
(Amwell robot) is relatively single and traditional,
mainly voice interaction and visual feedback, which
is not much different from the other two robots.
(4) Expression style. The robot's lively and
interesting expressions can bring it closer to the user
and increase the user's desire to communicate with it.
Therefore, all four of these robots have their own
expression style settings. Yingbao RK2pro and
Yingjia (Amwell robot) have a simple expression
level, a minimalist style and a single form of
expression. The RK2pro and Amwell robots have a
more uniform expression style and do not show many
changes in emotion.
(5) Interface style. The interactive interface of
children's companion robots is also an important way
of expressing emotions, and the interactive interface
styles of BUDDY and BUDDY robots are more
typical. The interface of the BUDDY robot, on the
other hand, has a more technological feel and is not
suitable for preschoolers.
3 USER EXPERIENCE-CENTRED
DESIGN
The concept of user experience first emerged in the
field of human-computer interaction in the 1940s (
Dong S H,WangJ, Dai G1999), based on usability
and user-centred design (UCD) ( Prentice Hall PTR
2001). User experience encompasses the whole
process of user interaction with a product throughout
its lifecycle( Luo Shijian, Zhu Shang Shang, Ying
Fangtian2010). Enhancing the user experience can
greatly increase the utility and satisfaction of the user
when interacting with a product The combination of
emotive design and child companion robots
transforms.
User experience consists of two main
components: the user and the experience; the user is
the target group of the product design, and the user
experience is how the target group feels about the
product. The term 'experience' has been studied and
elaborated by scholars around the world from ancient
times to the present day. Richard Kluger first
proposed the concept of user experience in his book
The Encyclopaedic Dictionary of Contemporary
Literature and Philosophy, in which he argued that
experience is everything that a person perceives in
person( Li Tiebin 2011) , and that personal
perception includes human sensation, memory and
reflection. The experience of the perceptual system is
the primary experience, and the memory and
reflection of people about things will continue the
primary experience obtained by the perceptual
system. The sense of experience that users acquire is
often continuous, and the sense of experience that
users obtain when using a product is not only the
visual attraction they see and the sense of functional
operation, but also the emotional experience triggered
by the product, and this continuous experience is
more likely to form the user stickiness of the product.
The term experience is also mentioned by B. Joseph
Pine II and James H. Gilmore in The Experience
Economy, where they give the following explanation:
Experience is the sensory perception that arises from
the consciousness of a person when he or she reaches
a particular level of emotional, intellectual, physical
and mental well-being( Tang Di2008). Experience
means to experience and validate in person (Fan
Fuyan,Qu Shuangwei,Gao Yun2016) , to experience
with the body and to validate feelings mentally(Wang
Yichuan1989) . Bill Moggridge (designer of the
world's first laptop computer) of IDEO, the famous
American design firm that first proposed user
experience as the core of product design, once defined
product experience as “the ritualistic, dramatic nature
of the interaction between a person and a product and
the sensations brought about through the senses of
sight, sound and even taste (Mou Feng 2006-Jodi
Forlizzi.Scott Hudson2003 ) .
In addition to enhancing the usability and overall
user experience of the product, there are other
advantages for users and designers.
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Dray identifies the advantages of implementing a
user-centred approach(Dray,S1995), which include
the following.
-Reducing faulty design
-reducing the cost of after-sales service for products
-Reducing initial training costs and avoiding re-
occurring training.
-Reducing productivity loss and speeding up
acceptance when introducing new systems.
-Focusing on the tasks that must be done, rather than
how to use the system.
-Reducing user backlash and increasing satisfaction.
-Reducing the need to make subsequent
amendments because user needs are not met.
-Reducing user learning difficulties and reducing the
need for educational training.
-The system's functionality can be fully utilised
-Providing quality of service.
-Increasing user satisfaction.
-Increasing usability.
-Increasing user acceptance.
-early detection of design problems
-reducing documentation and product support
requirements.
-Increased productivity.
-Reducing development costs.
-Increasing the sense of achievement of the
development team.
4 DESIGN PRINCIPLES AND
EMOTIONAL DESIGN OF
CHILD COMPANION ROBOTS
The current children's companion robots need to be
improved in terms of emotional design, and it is
important to dig deeper into children's emotional
needs and to study the shape and form and color
matching of children's companion robots.Will use
questionnaire research research means, questionnaire
research on children aged 3-6 years old, the research
population is concentrated in the new youth between
the ages of 22-35 years old, in the form of appearance
prefer round and lovely form, so that users use the
affinity easy to accept the use, more manifest the
inclusiveness of science and technology and sense of
technology.In terms of color, bright and vivid colors
can better attract children; in terms of functional
requirements most people believe that the
communication function of language is one of the
most basic and necessary functions that such products
should have.
4.1 Design Principles for Children's
Companion Robots
After analysing children's behaviour and the factors
that influence it, their psychological development and
the psychological characteristics of their perception
of form and colour, the principles and methods for
designing children's companion robots are
determined on the basis of safety, fun, ease of use,
modularity and educational aspects, ensuring that the
design methods and principles are in line with
children's physiological, psychological and
behavioural development.
The perspective of children, from the aesthetics of
the product, functionality, comfort, social and cultural
trends, and other factors, in the psychological desire
to meet the user's emotional needs.
Children's companion robots play an important
role in the growth and enlightenment of children, and
are children's playmates. As a vulnerable group,
children are more susceptible to harm caused by
unreasonable product design, both physiological and
psychological, with physiological harm being the
most intuitive and visible. Safety design is the first
factor to consider in the design process of children's
companion robots, and the following principles are
summarized for reference.
4.1.1 Fun Design
Children's products only have sufficient fun to win
and attract the interest and attention of children, other
functions of the product can play a role, and the fun
of the children's companion robot is mainly reflected
in the design of the function, mainly life companion
function and education and fun.For the life
companion function, the children's companion robot
can accompany children to play, gossip and time and
space dialogue with their parents; the fun and
education function, the children's companion robot
has an open source nature, according to the
characteristics of children at different ages for the
design of games, educational resources, fully ensure
that children can happily interact with the children's
companion robot for learning.
4.1.2 Easy-to-Use Design
Children's physiological cognition, psychological
cognition, and behavioral style cognition are still
immature, so there are limitations to the cognition of
people, things, and behaviors.The easy-to-use design
of the children's companion robot is mainly reflected
Emotional Design of Children’s Intelligent Companion Products Based on User Experience
327
in the interaction and use of the way, in terms of
button control interaction, a variety of functional
buttons are designed in obvious locations, and has the
characteristics of resistance to rough use, children
often appear in the same button pressed multiple
times, according to this situation, each button is
designed using a cycle of different functionsIn terms
of voice interaction, there is no wakeup word design,
so children can interact with the robot at any time. As
for emotion sensing, the robot has a high-definition
camera, and as long as it is on, it can record slight
emotional changes in children and upload them to
parents' cell phones in the form of emotional change
charts. Parents can learn about their children's
emotional changes after work and make the necessary
companionship and education.
4.1.3 Modular Design
Modular design is the ability to put together some
individual modules of a product and combine them
into a subsystem that can accomplish a specific
function. At the same time, this subsystem can also
be combined with other module elements of the
product in a variety of ways through some
standardized module parts, and can constitute a new
system to accomplish a broader range of functions,
and different systems have a wide variety of
functions.Modular design is also known as a design
method in the category of green design, which
implements the concept of low carbon and
environmental protection and can meet the different
needs of different markets. This design method
requires high precision, stable performance compared
to other products, and low cost, which can be
recycled.Modular design has three main
characteristics: (1) Each part can be a finished
product and can perform specific functions. (2) Each
module has a standardized interface and can be
interchanged. (3) The modules of different functions
can be common and can enrich the functions of the
product to a certain extent.
4.1.4 Educational Design
The main feature of puzzle sex is to develop the
intelligence of school-age children and cultivate their
interest, which is the dual property of entertainment
and learning. It allows children to learn through play,
learning through play, to achieve true education and
fun, can greatly enhance children's interest in learning,
coordination, cognitive level, intellectual
development, and improve the efficiency of children's
learning.School-age children are a key period of
intellectual development, which can develop
children's hands-on skills and stimulate creative
thinking for brain development. It stimulates
children's creative thinking and promotes brain
development.An excellent educational electronic
product can not only stimulate their awareness of the
unknown, the desire to understand the outside world
and themselves, so that they grow in knowledge, but
also improve children's thinking, observation,
memory skills, in the invisible growth of school-age
children's wisdom.The educational nature of
electronic products is not only in the product
additional educational functions, but also through the
product itself and the direct interaction of school-age
children to achieve the educational effect of the brain
and hands.
4.2 Emotional Design Factors for
Children
With the progress of society, people have higher and
higher requirements for products, which are no longer
just a material form, but a medium of communication
with people. Designers should treat products as
"people" or "friends" and give life to them.Designers
should learn to consider from the perspective of
children, from the aesthetics of the product,
functionality, comfort, social and cultural trends and
other factors, psychologically seek to match the
desires of users and meet their emotional needs.
(1) Aesthetics
Aesthetics belongs to the instinctive level of
emotional design, is the user in the choice of
electronic products, product appearance, color,
material and other intuitive impression, it is the
primary factor to determine whether the product can
be accepted by children. Children due to
psychological, physical and other factors, the choice
of electronic products are relatively simple, often
staying in the first sense.
(2) Comfort
The comfort of electronic products is mainly
reflected in children's interface operation when using
electronic products, whether the appearance design of
the product is in line with ergonomics, color contrast,
etc. It is also a subjective feeling of the user, which
affects the behavioral development of children in the
process of growth.
(3) Social and cultural trends
As children in the new century, they have good
conditions and educational atmosphere, they pay
ISAIC 2022 - International Symposium on Automation, Information and Computing
328
more attention to the spiritual freedom needs and
open-mindedness. They follow the progress of the
times, social and cultural trends, and pay more
attention to the need for electronic products to meet
their spiritual and emotional needs. They are open-
minded, imaginative, easily disturbed by external
factors, more sensitive to the change table of social
and cultural trends, and good at following such fast-
paced changes.
4.3 Emotional Entertainment Function
Analysis
The relationship between art and life is described in
the Introduction to Art as "art is the product of social
life embodied in the minds of men. Although art is
derived from social life, it is higher, more intense,
more concentrated, more exemplary, more fanciful,
and therefore more universal than the usual social life
(Zheng Jinyan 1999), which also confirms the
psychological need of the ancestors to make toys and
have fun even in the harsh conditions of production
in ancient times. In the United States, one of the most
important parts of education is that every child enjoys
a joyful childhood and becomes a happy, productive
person in the future, and there are many patterns of
behaviour, emotional experiences and so on that are
developed during childhood and have a profound
impact on a person's life.
For the children's companion robot, the functions
in the entertainment scene include: children's songs,
fun quizzes, children's stories, tongue twisters,
interactive games, recording functions, appreciation
of dance, etc. But these entertainment functions are
not only for children to play and entertain, in the
process also contains a link to education in which, as
the saying goes, is to teach and play, in the
entertainment experience the fun of learning, to
cultivate the child's work and play It is a fun and
educational experience, and develops good thinking
habits.
5 SUMMARY
Based on the user experience under the children's
intelligent companion products emotional design
research, analysis of school-age children user design
needs, good design is always the pursuit of good
demand, is will put the user first.This paper explores
the real needs of children with user-centered design,
applies user research methods to the field of children's
products, explores and analyzes the physiological,
behavioral, and cognitive characteristics of children,
fully considers the factors that affect children's
experience, and makes the corresponding user needs
of children's products the guide for product design in
order to truly design intelligent interactive products
that meet the real needs, habits, experiences, and
expectations of children.Combining the design
principles of emotional design with design methods
to form an emotional design study of children's
intelligent companion products based on user
experience.
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