Pediatric Eye Exam Robot

Pediatric Eye Exam Robot

A 6-year-old grips her mother's hand. A mechanical arm extends toward her face. My job was to give that arm a soul before she ever walked into the room.

The Problem

The mechanical design was finalized. But the robot had no name, no face, and no way to tell a frightened child that everything was going to be okay.

My Role

I owned the character design system, survey research and analysis, storyboard, and pre-exposure media. I translated raw caregiver data into a design direction the team could build from.

Role
UX Design Research Specialist
Team
UARTS Faculty Engineering/Arts Student Teams (FEAST) · Kellogg Eye Center
Timeline
Nov 2024 – Dec 2025
Tools
Figma · R · Procreate · ACM LaTeX

Key Design Decisions

Three choices that shaped the interaction system, each one traceable to survey data.

01

Character over function

The robot's mechanical capability was already defined. The missing layer was personality. A named, story-driven character (Sam) gave children a relationship to form before the exam to shift the experience from clinical procedure to familiar encounter.

02

Data-driven design

I designed the research instrument, ran forced-choice pairwise comparisons between characters, and fit a Bradley-Terry model to turn raw preferences into head-to-head probabilities. With n=30 the gaps were not significant at the 5% level, but the pattern held: Sam led every matchup. The decision was evidence-driven, not preference-driven.

03

Pre-exposure before first contact

Pediatric media literature shows that familiarity before an event significantly reduces anxiety. The animated pre-exposure video that is designed for home and waiting room viewing creates that familiarity before the child ever sees the robot.

The Robot

The mechanical arm was finalized as our job was giving it a soul.

robot arm video demo

01

Research & Strategy

Four methods, one goal to find what actually makes children less afraid.

It's a super cool project. Has the potential to make the situation so much easier for children.

Caregiver, Kellogg Eye Center survey
Contextual Inquiry

Shadowed real OCT procedures at Kellogg Eye Center by observing wait times, emotional friction points, and how children responded to the equipment in the moment.

Character System Design

Generated multiple character concepts targeting age-based responses. Four finalists were refined through medical staff feedback for hygiene and clinical compatibility.

Survey Analysis

Preference was measured through forced-choice pairwise comparison, with exposure controlled across characters. I fit a Bradley-Terry model, translating choices into head-to-head probabilities. With n=30 the differences were not significant at the 5% level, but the pattern was consistent: Sam led every matchup.

One observation led to two completely different design problems.

01

Observe real exams

Shadowing OCT procedures revealed two very different kids in the same room. A 6-year-old gripping their parent's hand in fear, and a 10-year-old slumped in the chair, visibly bored. Same exam, completely different emotional states.

02

Two personas, two distinct problems

That observation became two personas and journey maps. Each reveals a fundamentally different design need.

Age 6 Scared

"What is that thing? Is it going to hurt me?"

Needs comfort and familiarity before anything else.

Age 10 Bored

"How long is this going to take?"

Needs engagement and a sense of mission to stay cooperative.

03

One solution cannot serve both

A gentle animal character calms a 6-year-old but feels babyish to a 10-year-old. A mission-based character engages older kids but overwhelms younger ones. This is why we developed 4 distinct concepts.

Persona: Age 6, Scared
Persona: Age 10, Bored
personas

The Journey We Set Out to Change

Drag the slider to trace how comfort shifts across the visit, with and without Sam.

Comfortable Anxious Home Waiting room First contact During exam Goodbye

Home

Sam's video plays at home. First familiarity forms.

Without Sam With Sam

Age 6, comfort first

Journey Map: Age 6

Age 10, mission first

Journey Map: Age 10
full journey maps from research

02

Character Design

Four concepts and Sam the Ranger, selected for cross-age appeal and clinical compatibility.

Each character was designed to target a different emotional register and age group. Survey data and medical staff review narrowed four designs to Sam, a ranger-style character with a mission-based narrative that works across developmental stages.

Character Design Board
character design board created with team
Optic Character + verdict

Optic

Strongest runner-up, especially with older curious kids. The mysterious persona needs pre-exposure videos, so it stays on the roadmap.

SAM the Ranger ★ prioritized

Sam the Ranger

Won every predicted matchup: 62% over Optic, 68% over Cheeze, 76% over A-Eye. One risk, the camera reading as a weapon, was reframed as binoculars in the narrative.

A-Eye Character + verdict

A-Eye

Lowest scores, and the clearest lesson. Its narrative called the scan a staring contest, children caught the lie, and that failure became the system's first principle.

Cheeze Character + verdict

Cheeze

Strong visuals and storytelling, with a weak signal among anxious children. A photo interaction raised privacy flags, so future versions use pre-existing imagery.

four character finalists with Optic · Sam the Ranger · A-Eye · Cheeze

The robot must never lie.

One concept framed the scan as a staring contest. Children saw through it, called the robot creepy, and stopped cooperating. Sam's narrative does the opposite: the exam is real, and the child's role in it is real.

03

Storyboard & Pre-Exposure Media

Narrative arc designed to mirror a child's emotional journey.

Narrative Structure

Two-part storyboard following exposition → conflict → rising action → climax → resolution. Part 1: Sam's introduction (trust + excitement). Part 2: Sam's farewell (closure + positive memory).

Pre-Exposure Video

Calming animated video introducing Sam played at home and in clinic waiting areas. Based on pediatric media literature showing pre-familiarity significantly reduces first-contact anxiety.

Academic Paper

Co-authoring a forthcoming ACM paper synthesizing findings across media design, child–robot interaction, and clinical UX research. Written in ACM LaTeX.

SAM the Ranger Storyboard
SAM the Ranger storyboard

04

Data Analysis & Deliverables

Quantitative survey data and qualitative emotional feedback synthesized into design decisions.

Survey Analysis & Visualizations Character Design System Narrative Storyboard ACM Paper Pre-Exposure Video Physical Robot Prototype, continued by team
Survey data analysis
survey data analysis

Survey Results

Findings from this research were synthesized into a co-authored ACM paper.

30 caregivers evaluated character designs after viewing pre-exposure videos at Kellogg Eye Center.

93%

preferred robotic OCT over standard exam vs. typical distress reported without pre-exposure

70-80%

of responses were curious and interested, with 60-70% comfortable and at ease

30

caregivers surveyed at Kellogg Eye Center

4

character designs evaluated across age groups

05

Designing Under Constraints

01

The IRB clock

Constraint

Direct child surveys required an approval cycle longer than our project window.

My response

I designed a caregiver-report instrument capturing children's states through parent observation. Their spontaneous reactions during sessions entered the data anyway.

02

Fear blocks the scan

Constraint

An OCT scan needs a still child. A frightened one moves, cries, or refuses. Two thirds of our families were first-timers, the most anxious group.

My response

We treated anxiety reduction as a functional requirement, not polish. The character system is what makes the device usable.

03

The clinic filters everything

Constraint

Every concept had to survive infection control, cleaning cycles, and equipment contact.

My response

Removable, washable outfits and masks. One robot body, multiple swappable characters, zero hygiene compromise.

06

Reflection

1
Emotional design is clinical design

In most products, delight is a nice-to-have. In pediatric healthcare, a child's emotional state determines whether the exam can happen at all. A scared child moves, cries, or refuses, and the scan fails. Emotional design was the difference between a usable device and an unusable one.