Animal-AI Companionship: Designing for Agency and Enrichment edit

Dozent:innen Prof. Dr. Ilhan Aslan
Anzahl Teilnehmer*innen (min/max) 2-6
Erster Termin 24. September Kick-off Meeting (10am virtual/physical)
Sprache English (or German)
ILU Projekt auf ILU
Schwerpunkt EXA, DUX

Project Image

Problem Description

Problem Statement

Animal captivity involves keeping wild or domestic animals in enclosed spaces under human control, including in domestic settings as pets. Captivity often affects animals by causing chronic stress, boredom, and loneliness; for example, pets are frequently left alone for long periods, sometimes for days, while their human caretakers travel. Designing for animal usability and experience is uniquely challenging because non-human users cannot provide verbal feedback to communicate their needs or preferences. However, recent progress in AI is promising to help automatically interpret animal behavior and communication. This allows technology to be designed with a primary focus on animal welfare and enrichment, ultimately improving animal autonomy and self-determination.

Background and Motivation

Animal-Computer Interaction (ACI) is a rapidly growing subfield of Interaction Design that shifts the user-centric paradigm from humans to animals. As technology integrates into wildlife conservation, farming, and domestic pet care, there is a critical need for frameworks that prioritize animal welfare, agency, and cognitive capabilities. This project applies core Medieninformatik competencies to a novel domain, challenging standard human-computer interaction (HCI) assumptions. Students must design systems without relying on human language, standard mental models, or typical human anatomy. By integrating Machine Learning and More-than-Human-Design, this project elevates traditional HCI into intelligent systems where computers mediate the interpretation and response to animal behavioral states (or vocalizations). Students work in small groups (2–6 students) to research, design, and evaluate an AI-driven interactive system or component for a specific target species (e.g., domestic dogs, cats, birds, or shelter animals).

Project Definition

Students work in small groups (2–6 students) to research, design, and evaluate an AI-driven interactive system or component for a specific target species (e.g., domestic dogs, cats, birds, or shelter animals).

To accommodate different specializations within the Master's program, groups have full flexibility regarding their project focus and methodology:

Research Question (High Level)

Note that the RQ must be operationalized through sub-questions tailored to the specific needs of the target animal (e.g., parrot, dog, cat, fish, ape, etc.). For example:

Expected Outcomes: A research paper that must include:

Learning Outcome

The learning outcome is a mix of research and methodological competence, specialized technical and design skills, and critical thinking. A specific focus is placed on:

Participation Requirements

To ensure the academic rigor of the research paper, participating students must have direct access to a target animal subject for observation and design evaluation. This requirement can be fulfilled through:

As this is an advanced project, the student team as a collective is expected to bring the necessary technical skills (e.g., prototyping) and methodological know-how (e.g., research design and analysis) required to execute the study independently, allowing individual members to complement each other's strengths.

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