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final submissions update part 1
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@@ -7,27 +7,29 @@ This chapter presents the pilot validation study used to evaluate whether HRIStu
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The validation study targets the two problems established in Chapter~\ref{ch:background}. The first is the \emph{Accessibility Problem}: existing tools require substantial programming expertise, which prevents domain experts from conducting independent HRI studies. The second is the \emph{Reproducibility Problem}: without structured logging and protocol enforcement, experiment execution varies across participants and wizards in ways that are difficult to detect or control after the fact.
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These problems give rise to two research questions. The first asks whether HRIStudio enables domain experts without prior robotics experience to successfully implement a robot interaction from a written specification. The second asks whether HRIStudio produces more reliable execution of that interaction compared to standard practice.
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These problems give rise to two research questions. The first is whether HRIStudio enables domain experts without prior robotics experience to successfully implement a robot interaction from a written specification. The second is whether HRIStudio produces more reliable execution of that interaction compared to standard practice.
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I hypothesized that wizards using HRIStudio would more completely and correctly implement the written specification, and that their designs would execute more reliably during the trial, compared to wizards using ad-hoc programs created for specific social robotics experiments, with Choregraphe as the baseline tool in this study.
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I hypothesized that HRIStudio would improve both accessibility and reproducibility compared to Choregraphe: wizards using HRIStudio would more completely and correctly implement the written specification, and their designs would execute more reliably during the trial.
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\section{Study Design}
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I used what Bartneck et al.~\cite{Bartneck2024} call a between-subjects design, in which each participant is assigned to only one condition. I randomly assigned each wizard participant to one of two conditions: HRIStudio or Choregraphe. Both groups received the same task, the same time allocation, and the same training structure. Measuring each participant in only one condition prevents carryover effects, meaning performance changes caused by prior exposure to another condition rather than by the assigned condition itself.
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I used what Bartneck et al.~\cite{Bartneck2024} call a between-subjects design, in which each participant is assigned to only one condition. I randomly assigned each wizard participant to one of two conditions: HRIStudio or Choregraphe. Both groups received the same task, the same time allocation, and a similar training structure. Measuring each participant in only one condition prevents carryover effects, meaning performance changes caused by prior exposure to another condition rather than by the assigned condition itself.
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\section{Participants}
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\textbf{Wizards.} I recruited six Bucknell University faculty members drawn from across departments to serve as wizards. I deliberately recruited from both ends of the programming experience spectrum, targeting participants with substantial programming backgrounds as well as those who described themselves as non-programmers or having minimal coding experience. This cross-departmental recruitment was intentional. A primary claim of HRIStudio is that it lowers the technical barrier for domain experts who are not programmers; drawing wizards from outside computer science allows the data to speak to whether that claim holds for the intended user population.
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\textbf{Wizards.} A primary claim of HRIStudio is that it lowers the technical barrier for domain experts who are not programmers; testing this claim with its intended user population was therefore a primary goal of participant recruitment. I recruited six Bucknell University faculty members drawn from across departments to serve as wizards, deliberately targeting both ends of the programming experience spectrum: those with substantial programming backgrounds as well as those who described themselves as non-programmers or having minimal coding experience. Drawing wizards from outside computer science allows the data to speak to whether that claim holds for the intended user population.
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The key inclusion criterion for all wizards was no prior experience with either the NAO robot or Choregraphe software specifically. This controls for tool familiarity so that performance differences reflect the tools themselves rather than prior exposure. I recruited wizards through direct email. Participation was framed as a voluntary software evaluation unrelated to any professional obligations.
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The key inclusion criterion for all wizards was no prior experience with either the NAO robot or Choregraphe software specifically. This controls for tool familiarity so that performance differences reflect the tools themselves rather than prior exposure. I recruited wizards through direct email, and participation was framed as a voluntary software evaluation unrelated to any professional obligations.
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\textbf{Sample size rationale.} With six wizard participants ($N = 6$), this sample size is appropriate for a pilot validation study whose goal is directional evidence and failure-mode identification rather than effect-size estimation for a broad population. The size matches the scope and constraints of this honors thesis: two academic semesters, one undergraduate researcher, and no funded research assistant support. It also reflects the target population and recruitment context. Faculty domain experts outside computer science with no prior NAO or Choregraphe experience are a limited pool at a small liberal arts university and have high competing time demands. This scale is consistent with pilot and feasibility studies in HRI, where small $N$ designs are common in early-stage tool validation~\cite{HoffmanZhao2021}. Findings should be interpreted as preliminary evidence and directional indicators rather than as conclusive proof.
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\textbf{Sample size rationale.} I chose to recruit six wizard participants ($N = 6$), believing that this sample size is appropriate for a pilot validation study whose goal is directional evidence and failure-mode identification rather than effect-size estimation for a broad population. This scale is consistent with pilot and feasibility studies in HRI, where small $N$ designs are common in early-stage tool validation~\cite{HoffmanZhao2021}. Findings should be interpreted as preliminary evidence and directional indicators rather than as conclusive substantiation of any claims.
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\section{Task}
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Both wizard groups received the same written task specification: the \emph{Interactive Storyteller} scenario. The specification described a robot that introduces an astronaut named Kai, narrates her discovery of a glowing rock on Mars, asks a comprehension question, and delivers a response according to the answer given. The full specification, including exact robot speech, required gestures, and branching logic, is reproduced in Appendix~\ref{app:blank_templates}.
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The task chosen was to have a robot tell a story to a human subject and later evaluate if that subject could recall a specific detail.
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The task was chosen because it requires several distinct capabilities: speech actions, gesture coordination, conditional branching, and a defined conclusion. In both conditions, wizards had to translate the same written protocol into an executable interaction script, including action ordering, branching logic, and timing decisions. In Choregraphe, that meant assembling and connecting behavior nodes in a finite state machine. In HRIStudio, it meant building a sequential action timeline with conditional branches. This makes the task a direct comparison of how each tool supports coding the robot behavior required by the same protocol.
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Both wizard groups received the same written task specification: the \emph{Interactive Storyteller} scenario. The specification described a robot that introduces an astronaut named Kai, narrates her discovery of a red rock on Mars, asks a recall question, and delivers a response according to the answer given. The full specification, including exact robot speech, required gestures, and branching logic, is reproduced in Appendix~\ref{app:blank_templates}. This scenario is representative of HRI tasks in which a robot conveys information to a human subject; one might, for example, measure whether a robot or human storyteller produces better recall in subjects.
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This scenario was chosen because it requires several distinct capabilities: speech actions, gesture coordination, conditional branching, and a defined conclusion. In both conditions, wizards had to translate the same written protocol into an executable interaction script, including action ordering, branching logic, and timing decisions. In Choregraphe, that meant assembling and connecting behavior nodes in a finite state machine. In HRIStudio, it meant building a sequential action timeline with conditional branches. This makes the task a direct comparison of how each tool supports coding the robot behavior required by the same protocol.
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\section{Robot Platform and Software Apparatus}
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@@ -56,7 +58,7 @@ I opened each session with a standardized tutorial tailored to the wizard's assi
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\subsection{Phase 2: Design Challenge (30 minutes)}
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The wizard received the paper specification and had 30 minutes to implement it using their assigned tool. Using a structured observer data sheet, I logged every instance in which I provided assistance to the wizard, categorizing each by type: \emph{tool-operation} (T), \emph{task clarification} (C), \emph{hardware or technical} (H), or \emph{general} (G). For each tool-operation intervention, I also recorded which rubric item it pertained to. If the wizard declared completion before the time limit, the remaining time was used to review and refine the design.
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The wizard received the specification and had 30 minutes to implement it using their assigned tool. Using a structured observer data sheet (found in Appendix~\ref{app:blank_templates}), I logged every instance in which I provided assistance to the wizard, categorizing each by type: \emph{tool-operation} (T), \emph{task clarification} (C), \emph{hardware or technical} (H), or \emph{general} (G). For each tool-operation intervention, I also recorded which rubric item it pertained to. If the wizard declared completion before the time limit, the remaining time was used to review and refine the design.
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\subsection{Phase 3: Live Trial (10 minutes)}
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\subsection{Phase 4: Debrief (5 minutes)}
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Following the trial, the wizard completed the System Usability Scale survey. The DFS and ERS were scored during and immediately after the session using live observation and the Observer Data Sheet.
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Following the trial, the wizard completed the System Usability Scale survey (found in Appendix~\ref{app:blank_templates}). The DFS and ERS were scored during and immediately after the session using live observation and the Observer Data Sheet.
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\section{Measures}
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\label{sec:measures}
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The study collected five measures, two primary and three supplementary, operationalized through five instruments.
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The study collected five measures, two primary and three supplementary, operationalized through five instruments. They are described as follows.
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\subsection{Design Fidelity Score}
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The Design Fidelity Score (DFS) measures how completely and correctly the wizard implemented the paper specification. I evaluated the exported project file against nine weighted criteria grouped into three categories: speech actions, gestures and actions, and control flow and logic. Each criterion is scored as present, correct, and independently achieved.
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I define the Design Fidelity Score (DFS) as a measure of how completely and correctly the wizard implemented the specification. I evaluated the exported project file against nine weighted criteria grouped into three categories: speech actions, gestures and actions, and control flow and logic. Each criterion is scored as present, correct, and independently achieved.
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The DFS rubric includes an \emph{Assisted} column. For each rubric item, the researcher marks T if a tool-operation intervention was given specifically for that item during the design phase (for example, if the researcher explained how to add a gesture node or how to wire a conditional branch). T marks are recorded and reported separately alongside the DFS score; they do not affect the Points total. This preserves the DFS as a clean measure of design fidelity while providing a parallel record of where tool-specific assistance was needed. General interventions (task clarification, hardware issues, or momentary forgetfulness) are not marked T, because those categories of difficulty are independent of the tool under evaluation.
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This measure is motivated by a gap identified by Riek~\cite{Riek2012}, whose systematic review of 54 published WoZ studies found that only 11\% constrained wizard behavior and fewer than 6\% described wizard training procedures. Porfirio et al.~\cite{Porfirio2023} similarly argued that formal, verifiable behavior specifications are a prerequisite for reproducible HRI. The DFS applies these recommendations as a weighted rubric scored against the exported project file. The complete rubric is reproduced in Appendix~\ref{app:blank_templates}. This measure addresses accessibility: did the tool allow a wizard to independently produce a correct design?
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DFS is motivated by a gap identified by Riek~\cite{Riek2012}, whose systematic review of 54 published WoZ studies found that only 11\% constrained wizard behavior and fewer than 6\% described wizard training procedures. Porfirio et al.~\cite{Porfirio2023} similarly argued that formal, verifiable behavior specifications are a prerequisite for reproducible HRI. The DFS applies these recommendations as a weighted rubric scored against the exported project file. The complete rubric is reproduced in Appendix~\ref{app:blank_templates}. This measure addresses the question: did the tool allow a wizard to independently produce a correct design?
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\subsection{Execution Reliability Score}
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The Execution Reliability Score (ERS) measures whether the designed interaction executed as intended during the live trial. I scored the ERS live and immediately after the session, using the Observer Data Sheet and the wizard's exported project file. Evaluation criteria included whether the robot delivered the correct speech at each step, whether gestures executed and synchronized with speech, whether the conditional branch was present in the design and executed during the trial, and whether any errors, disconnections, or hangs occurred.
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I define the Execution Reliability Score (ERS) as a measure of whether the designed interaction executed as intended during the live trial. I scored the ERS live and immediately after the session, using the Observer Data Sheet and the wizard's exported project file. Evaluation criteria included whether the robot delivered the correct speech at each step, whether gestures executed and synchronized with speech, whether the conditional branch was present in the design and executed during the trial, and whether any errors, disconnections, or hangs occurred.
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The ERS rubric applies the same \emph{Assisted} modifier as the DFS, extended to the trial phase. Any tool-operation intervention I provided during the trial (for example, explaining to the wizard how to launch or advance their program) caps the affected ERS item at half points. This is scored separately from design-phase interventions: a wizard who needed help only during design can still achieve a full ERS score if the trial runs without assistance, and vice versa. The rubric records whether the trial reached its conclusion step. I additionally note whether any branch resolved through programmed conditional logic or through manual intervention by the wizard during execution.
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This measure responds directly to Riek's~\cite{Riek2012} finding that only 3.7\% of published WoZ studies reported any measure of wizard error, making it nearly impossible to determine whether execution matched design intent~\cite{OConnor2024, OConnor2025}. The complete rubric is reproduced in Appendix~\ref{app:blank_templates}. This measure addresses reproducibility: did the design translate reliably into execution without researcher support?
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This measure responds directly to Riek's~\cite{Riek2012} finding that only 3.7\% of published WoZ studies reported any measure of wizard error, making it nearly impossible to determine whether execution matched design intent~\cite{OConnor2024, OConnor2025}. The complete rubric is reproduced in Appendix~\ref{app:blank_templates}. This measure addresses the question: did the design translate reliably into execution without researcher support?
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\subsection{System Usability Scale}
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The System Usability Scale (SUS) is a validated 10-item questionnaire measuring perceived usability \cite{Brooke1996}. Wizards completed the SUS after the debrief phase. Scores range from 0 to 100, with higher scores indicating better perceived usability. The full questionnaire is reproduced in Appendix~\ref{app:blank_templates}.
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The System Usability Scale (SUS) is a validated 10-item questionnaire measuring perceived usability, created by Brooke~\cite{Brooke1996}. Wizards completed the SUS after the debrief phase. Scores range from 0 to 100, with higher scores indicating better perceived usability. The full questionnaire is reproduced in Appendix~\ref{app:blank_templates}.
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\subsection{Intervention Log and Session Timing}
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@@ -134,4 +136,4 @@ Session Timing & Actual duration of each phase; time to design completion & Thro
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\section{Chapter Summary}
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This chapter described a pilot between-subjects study I designed to test whether the design principles formalized in Chapters~\ref{ch:design} and~\ref{ch:implementation} produce measurably different outcomes from existing practice. Six wizard participants ($N = 6$), drawn from across departments and spanning the programming experience spectrum, each designed and ran the Interactive Storyteller task on a NAO robot using either HRIStudio or Choregraphe. Each 60-minute session was structured in four phases: a 15-minute standardized tutorial, a 30-minute design challenge, a 10-minute live trial, and a 5-minute debrief. I measured design fidelity (DFS) and execution reliability (ERS) against the written specification, applying a per-item scoring modifier that caps any rubric criterion for which tool-operation assistance was given. I also collected perceived usability via the SUS, a structured intervention log categorizing all researcher assistance by type, and session phase timings. Chapter~\ref{ch:results} presents the results.
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This chapter described the structure of a pilot between-subjects study I designed to test whether the design principles formalized in Chapters~\ref{ch:design} and~\ref{ch:implementation} produce measurably different outcomes from existing practice. Six wizard participants ($N = 6$), drawn from across departments and spanning the programming experience spectrum, each designed and ran the Interactive Storyteller task on a NAO robot using either HRIStudio or Choregraphe. Each 60-minute session was structured in four phases: a 15-minute standardized tutorial, a 30-minute design challenge, a 10-minute live trial, and a 5-minute debrief. I measured design fidelity (DFS) and execution reliability (ERS) against the written specification, applying a per-item scoring modifier that caps any rubric criterion for which tool-operation assistance was given. I also collected perceived usability via the SUS, a structured intervention log categorizing all researcher assistance by type, and session phase timings. Chapter~\ref{ch:results} presents the results.
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