Title: Learning from Designing the RoboFesta Blue Peter Robots
1Learning from Designing the RoboFesta - Blue
Peter Robots
- Jeff Johnson, Tony Hirst, Steve Garner
(robofesta_at_open.ac.uk) - RoboFesta Research Lab.
2Overview
- The RoboFesta - Blue Peter Robot Design
Competition - (A few of the) Submitted Designs
- Prototyping the Winning Designs
- The Robot Design Masterclass
- The RoboFesta International Friendship Games
- Lessons Learned
3Launching the Competition
- Launched by RoboFesta-UK in February 2001 to
select 4 children who would participate in the
RoboFesta International Friendship Games at
Yokohama, November 2001 - Challenge to design a really useful robot
- The design was to be submitted on a single side
of A4 paper and was ideally to include - a diagram of the robot
- a specification of what it should do
(specification) - an explanation of how it could do this (analysis)
- the design should also be plausible (evaluation)
4Competition Entries
- Three age groups...
- 7 years and under
- 8 to 10 years
- 11 to 15 years
- one open group for online entries
- 32, 000 entries were attracted in all (400
online) with an age range split 25, 50, 25
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11Winner, 7 years and under
12Winner, 8 to 10 years
13Winner, 11 to 15 years
14Winner, Open Age (lt15 years) Online
15Winner, Open Age (lt15 years) Online cont
16Prototyping the Winning Designs
- Prototypes of the winning designs were
constructed by members of the Open University
RoboFesta Research Lab - Constraints
- be as faithful to the original design as
available building time allowed - use resources available to the winners wherever
possible
17Stevens Caterpillar
18Poppys Decorator
19Joels Crack Detector
20Nadines Mine Detector
21Robot Design Masterclass
- Walk through of two simple tasks with verbal
protocol recorded on flip chart - making a jam sandwich
- taking a bicycle out of a garden shed
- Each child was then invited to walk through the
behaviour of their own robot, verbalising each
action and the reason why it was performed
22Discussing the Designs (1)
- How close was the prototype to the original
design? - What were the major differences?
- Why were these differences required?
- Did the walk through/verbal protocol reveal
anything unexpected about the robots desired
behaviour (actions, decisions or need for
feedback)?
23Discussing the Designs (2)
- What were the major constraints on implementing
the original design directly? - How could the prototype be improved to more
closely achieve the functionality of the original
design? - How could these improvements be implemented in
the second prototype?
24The International Friendship Games
- Opened with a cultural exchange in the form of a
tea party - Two days of competition
- assemble and decorate a Wonderborg hexapod
- program it to traverse ashort obstacle course
25Lessons Learned - Children (1)
- Designing robots is fun - play with a purpose
- first identify a problem...
- then consider the tasks involved in solving that
problem... - then prototype something that can perform those
tasks - And building robots is fun too...
26Lessons Learned - Children (2)
- Running through the robots supposed behaviour
can identify sensing and acting requirements - The nature of the environment places significant
demands on a design - Building prototypes can identify problems with a
design and suggest improvements to it
27Lessons Learned - Organisers (1)
- The robot design competition suggests that paper
based design can stimulate children to produce
creative ideas - Verbal protocols and walked through behaviour
sequences can motivate children to think about
how and why we sense and act in our world
28Lessons Learned - Organisers (2)
- Robot building challenges, although potentially
intimidating at first, fill children with
confidence as their constructions come to exist
and behave in the real world - Photographic and video records are useful
resources for widening participation