G
Gabriele GarziaUX Designer & HCI Master's Student

Social robot · 2025

Supporting university students with learning difficulties by co-designing a social robot companion

From field observations to co-design workshops: Developing an empathetic, non-judgmental study companion

PROJECT TYPEParticipatory Design & Qualitative Research · University of Trento
ROLECo-Design Facilitator & Qualitative Researcher
YEAR2025
CORE METHODSParticipatory Design, Qualitative Methods (QRM), Thematic Coding
DIXIT✦
The Navigator
DIXIT MEDIATOR
Study Companion
COMPANION PRESENCE
PRIORITY 01

"Focus Mode & Anxiety Scaffolding"

Non-Judgmental✓
PRIORITY MATRIX

PARTICIPATORY DESIGN & QUALITATIVE INQUIRY · UNIVERSITY OF TRENTO (2025)

CORE PROJECT HIGHLIGHTS & SHIFT

32+ Students

Total Participants

QRM → PD

Methodology Funnel

Digital Companion

Final Outcome

01

Problem Framing & Research Scope

CORE DESIGN CHALLENGE

"Designing a non-judgmental social robot companion that scaffolds university students facing executive function hurdles and study anxiety—without introducing stigma or surveillance dread."

ACADEMIC CONTEXT · M.Sc. Human-Computer Interaction (QRM & Participatory Design), University of Trento (2025)
02

Multi-Stage Discovery Funnel

01STEP 1

Ethnographic Fieldwork

Naturalistic study habits & ADHD distraction patterns.

02STEP 2

Thematic Coding

Open & axial coding on raw field notes.

03STEP 3

Deep Interviews

N = 10 · 45-min qualitative sessions on coping mechanisms.

04STEP 4

Co-Design Workshops

2 iterative sessions · N = 32 students using Dixit & prioritization matrices.

VALIDATED PROBLEM CLUSTERS (QRM DATA CODING)

Synthesized direct inputs for Participatory Design
01

Executive Planning & Structure

  • •Planning breakdowns & schedule paralysis
  • •Inability to micro-chunk syllabus volume
  • •Break control failures (5-min turning into doomscrolling)
02

Emotional Friction & Paralysis

  • •Exam dread & academic overwhelm
  • •Procrastination loops & guilt avoidance
  • •Fear of falling behind peers & solo-study isolation
03

Cognitive Retention & Focus

  • •Involuntary focus drops & attention drifting
  • •Cognitive fatigue during passive reading
  • •Scattered multi-source study materials
03

Participatory Design Workshops & Tangible Mediators

To translate qualitative findings into concrete system features, we conducted two iterative co-design workshops. We designed tangible boundary objects—surfacing unspoken emotional experiences through metaphorical Dixit cards and consensus prioritization matrices:

WORKSHOP 01 · PILOT (N = 24)Department Classroom

In-Class HCI Peer Session

Facilitated with 24 Master's students in HCI. Revealed that formal university classroom environments induce subtle academic hierarchy and evaluative anxiety, constraining raw emotional vulnerability. Enabled calibration of session timing and card prompts.

WORKSHOP 02 · ITERATION (N = 8)Sanbapolis Student Housing

Off-Campus Safe Space Session

Relocated into a neutral, relaxed living lounge at the Sanbapolis university dormitory. Dissolving institutional power structures fostered deep psychological safety, allowing students to openly discuss personal coping secrets and academic shame.

Boundary Objects & Situated Reflection

Tangible artifacts—such as metaphorical Dixit cards and sorting matrices—serve as shared communicative bridges across diverse participants, externalizing tacit emotions without clinical stigma.

(Ref: Star & Griesemer, 1989; Schön, 2017)

Psychological Safety in Co-Design

A non-judgmental co-creation space is essential when discussing neurodiverse vulnerabilities and study anxiety; participants only disclose genuine habits when fear of peer judgment is removed.

(Ref: Edmondson, 1999; Cornwall, 2008)

CO-DESIGN WORKSHOP · PARTICIPATORY RESEARCH & SYNTHESIS

Generative Research: Tangible Metaphors (Dixit Cards)

STORYTELLING & CLUSTERING
Dixit cards moodboard created during the participatory design workshop by Table A

Table A · Metaphorical Storytelling

Dixit cards moodboard created during the participatory design workshop by Table B

Table B · Thematic Clustering

We used Dixit cards as tangible mediators to help students project and articulate abstract emotional hurdles during study marathons.

Key Takeaway: The primary source of dread wasn't poor scheduling, but cognitive overload and fear of losing control over the learning flow.

CONSENSUS PRIORITIZATION MATRIX · TABLE A (1–10 RANKED POST-ITS)PARTICIPATORY SYNTHESIS
Prioritization ranking sheet with 10 post-its from Table A
TOP PRIORITY

Immediate ambient focus cues: gentle reminders without loud, intrusive shame notifications.

SECOND PRIORITY

Emotional anxiety scaffolding: validating effort rather than merely tracking score metrics.

DEMOTED / LOW PRIORITY

Rigid surveillance lockouts: rejected as counterproductive and anxiety-inducing.

04

From Synthesis to Product Pillars

Synthesizing co-design insights into three foundational pillars that bridge user anxiety with ergonomic interaction patterns.

01PILLAR 01

Adaptive Customization

Breaks syllabi into flexible micro-sessions. Dynamic pacing replaces rigid 25-minute Pomodoro timers to avoid cognitive fatigue.

✓ Dynamic break calculation✓ Syllabus micro-chunking
02PILLAR 02

Low-Anxiety Gamification

Focuses on positive visual progression and non-punitive streaks. Explicitly eliminates shame notifications, guilt screens, and competitive ranking.

✓ Non-punitive streak recovery✓ Calming visual milestones
03PILLAR 03

Autonomous Agency ("Rubber Duck")

A reflective companion prompting self-articulation ("Where did you get stuck?") rather than solving exercises for the user, preserving agency.

✓ Reflective dialogue prompts✓ Self-efficacy preservation
05

The Strategic Pivot: Rejecting the Physical Robot

Formulated concrete system specifications for a unified student platform integrating task planning, adaptive Pomodoro intervals, and non-evaluative emotional reassurance. Proved the value of bridging Qualitative Research with Participatory Design, demonstrating how tangible boundary objects (Dixit cards) empower neurodiverse students to co-create their own assistive tools.

THE USER-LED STRATEGIC PIVOT (RECRUITER GOLD):

The most decisive empirical finding of the entire co-design process was that students unanimously rejected a physical humanoid robot. Instead of accepting the speculative premise, participants demonstrated sharp pragmatic judgment:

1. Social Stigma

Placing a physical robot on a library desk publicly labels a student as having "special learning difficulties".

2. Hardware Bulk

Carrying yet another fragile, battery-dependent physical machine in backpacks adds daily friction.

3. Financial Barrier

Physical robotics represent high manufacturing costs inaccessible to standard student budgets.

4. Redundancy

Students already interact with laptops and smartphones where study materials live.

The Pivot Outcome · Digital Ambient Companion:

Participants redirected the concept toward an integrated cross-platform digital ecosystem (desktop widget + smartphone app) with an optional subtle ambient physical desk node (such as an ambient status token or tactile dial).

Relational Companionship vs Mechanical Utility

Companionship thrives when interaction is lightweight, non-judgmental, and integrated into existing workflows—acting as a trusted peer rather than an intrusive surveillance overseer.

(Ref: Cazacu et al., 2025; Turkle, 2011)
LOCAL TELEMETRY & GDPR

All focus metrics and session logs remain strictly local on the student's hardware. Absolute zero diagnostic data shared with university administration or grading portals.

NO SURVEILLANCE & ETHICAL BOUNDARIES

No ambient microphone listening or camera gaze tracking in student living quarters. Positioned ethically as a supportive study coach, with clear boundaries avoiding clinical diagnostic claims.

RESEARCH BY GABRIELE GARZIA · MASTER IN HUMAN-COMPUTER INTERACTION, UNIVERSITY OF TRENTO (2025)

KEY DELIVERABLES & ARTIFACTS:

  • ✓Ethnographic Field Observations & Thematic Coding
  • ✓Semi-Structured Interviews (N = 10) & Focus Group
  • ✓Two Iterative Co-Design Workshops (In-Class & Off-Campus)
  • ✓Dixit Card Storytelling & Priority Sorting Artifacts
  • ✓Final Companion Architecture & Privacy Specifications
  • ✓Academic Research Report (University of Trento, 2025)