Social robots are increasingly used to support people with autism spectrum disorder (ASD), particularly in therapy and social skills training. Educational contexts, especially higher education, receive far less attention, despite presenting distinct challenges.
University learning environments are shaped by tight schedules, implicit authority structures, and assessment pressure, all of which influence how support technologies are experienced. For students with autism, factors such as autonomy, predictability, and perceived control are closely linked to well-being and learning outcomes, meaning that even minor design decisions can have significant impact.
From screen to physical presence
This project builds on Sue, a digital self-reflection tool co-created with students with autism through the European CommuniCity project. Sue was developed in close collaboration with the Autism Community at HKU University of the Arts Utrecht and makes deliberate design choices to support self-reflection without adopting an instructive or authoritative tone. Moving from a screen-based tool to robot-supported interaction introduces new variables: physical presence, voice, movement, and perceived initiative can all change how an interaction feels and may increase the risk of a system being experienced as monitoring or judging.
Research approach
Rather than building or testing a specific robot, the project investigates how students with autism experience and describe different interaction qualities. The aim is to develop co-created design patterns, recurring interaction features and principles that are not tied to a single technical form. This makes them well suited for early-stage, exploratory research. Ethics and regulation are treated not as procedural requirements but as guiding boundaries throughout the project.
Intended outcomes
As a seed-funding project, the emphasis is on knowledge development rather than implementation. The outcome will be a set of interaction patterns and principles grounded in students’ perspectives. These can inform designers, educators, and researchers working in educational technology, robotics, and inclusive design, and contribute to more careful and responsible innovation in higher education.

Projectleden
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