Bachelor Thesis · UX Research · Human–Robot Interaction

Giving Robots
a Face

Designing and evaluating an expressive facial-animation system for an AI-driven social dialogue robot.

RoleIndependent Researcher & Designer
Grade1.0
MethodsLiterature Research · Keyframe Animation · A/B Test · Observation
ToolsBlender · Google Forms · Data Analysis
Jarvis facial expressions
01 · Research question

Can facial expressions make a conversational robot feel more natural, engaging and socially capable?

JARVIS is an AI-based dialogue robot developed as a platform for research into verbal and non-verbal human–robot interaction. The long-term concept is a social robot that could act as a conversational partner in settings such as care, where interaction and emotional support matter.

My thesis investigated whether adding virtual facial expressions could measurably improve the quality of those interactions — not only how people described JARVIS, but how long and how actively they chose to engage with it.

My scope

I researched the design space, created the emotion framework, developed the facial system and animations, designed the experimental control, prepared and ran the user study, and evaluated the qualitative and quantitative data.

02 · Design research

Researching what makes a robot feel approachable.

I first collected 66 robots that people associated positively, drawing from film, television, games, science and robotics. I grouped them by visual design to understand how “friendly” robots communicate personality without needing realistic human faces.

Collection of 66 positively associated robots grouped by design
Functional & utilitarianHumanoid with limited expressionSingle-eye designsFuturistic 3D designsDisplay without a faceDisplay as a face

The final direction draws especially from the display-as-face category: simple, luminous facial elements that are clearly technological but still expressive. The research also supported using a bright cyan-blue face, large rounded eyes and a wide, minimal mouth.

I deliberately avoided realism. Research on anthropomorphism and the uncanny valley suggested that JARVIS did not need a human-like face to be treated as a social actor; a simplified face could communicate emotional information clearly while remaining recognisably robotic.

03 · Emotion architecture

Turning emotion theory into a system JARVIS could use.

The Jarvis Wheel of Emotions is based on six core emotional directions. Neutrality sits at the centre; each direction contains weaker, core and more intense emotional states.

Jarvis Wheel of Emotions with ID structure

Emotion vs. visual mechanism

I separated emotional states from continuous visual mechanisms. Emotions communicate a state such as happiness, fear or anger; visual mechanisms support dialogue itself, including thinking, neutral talking and emotion-specific talking animations.

A structure built for implementation

The wheel wasn't only conceptual. Its position became part of each animation's identifier. For example, em121_hap means emotion → first direction → second intensity → first item → happiness.

04 · Naming & technical handoff

Every expression had a human-readable name and a machine-readable ID.

I established a standardised naming convention using German and English nouns plus a unique file/animation ID. This kept the growing expression library consistent in programming and later allowed animation usage to be identified in the interaction logs.

ID / filenameName DEName EN
em0_neu.mp4NeutralitätNeutrality
em111_cal.mp4RuheCalmness
em112_sat.mp4ZufriedenheitSatisfaction
em121_hap.mp4FreudeHappiness
em131_exc.mp4AufregungExcitement
em211_emb.mp4VerlegenheitEmbarrassment
em212_con.mp4VerwirrungConfusion
em221_sur.mp4ÜberraschungSurprise
em311_shy.mp4SchüchternheitShyness
em312_ner.mp4NervositätNervousness
em313_con.mp4SorgeConcern
em321_fea.mp4AngstFear
em331_sho.mp4SchreckShock
em411_dis.mp4EnttäuschungDisappointment
em421_sad.mp4TrauerSadness
em431_dep.mp4DeprimiertheitDepression
em511_ann.mp4GenervtheitAnnoyance
em521_dis.mp4EkelDisgust
em611_irr.mp4IrritiertheitIrritation
em621_ang.mp4ZornAnger
em631_fur.mp4WutFury

The IDs became particularly useful during evaluation: JARVIS' logs could record which expression had been played and I could count expression use alongside interaction duration, topics and participant reactions.

05 · Facial design framework

Before animating, I defined what every part of the face should do.

Based on emotion research, robot references, emoji conventions and the neutral base face, I created a reusable specification for the left eye, right eye and mouth across emotional and talking states.

ExpressionLeft eyeRight eyeMouth
Sprechen Neutralitätopen & blinkingopen & blinkingslight upward curve, talking
Denkendiagonally upwarddiagonally upwardnarrow downward curve, angled upward
Sprechen Freudeslightly closed, tilted upwardslightly closed, tilted upwardupward curve, talking
Sprechen Überraschungwide openwide opennarrow, wide open, talking
Sprechen Trauerouter corners contractedouter corners contracteddownward curve, talking
Sprechen Angstouter corners contracted + wide openouter corners contracted + wide openopen, narrower at top, talking
Sprechen Ekelinner corner contractedslightly closedasymmetric downward curve
Sprechen Zorninner corners contractedinner corners contracteddownward curve, talking
Neutralitätopen & blinkingopen & blinkingslight upward curve
Ruheslightly closedslightly closedmedium upward curve
Zufriedenheitslightly closed, tilted downwardslightly closed, tilted downwardslight upward curve
Freudeopenopenupward curve
Aufregungwider openwider openopen upward curve
Verlegenheitwide openwide openthin linear mouth
Verwirrungslightly closedinner corner contractedright side slightly open/downward
Überraschungwide openwide opennarrow and wide open
Schüchternheitdiagonally downwarddiagonally downwardslight upward curve
Nervositätopen, moving left/rightopen, moving left/rightslightly open at outer edge
Sorgeouter corners contractedouter corners contractedlinear
Angstouter corners contracted + wide openouter corners contracted + wide openslight downward open curve
Schreckouter corners contracted + wide openouter corners contracted + wide openwide open, narrower at top
Enttäuschungclosed, tilted downwardclosed, tilted downwardslight downward open curve
Trauerouter corners contractedouter corners contracteddownward curve
Deprimiertheitclosed, tilted downwardclosed, tilted downwardslight downward curve
Genervtheitflat upper edge, slightly rightflat upper edge, slightly rightslight downward curve
Ekelinner corner contractedslightly closed, tilted upwardasymmetric downward curve
Irritiertheitinner corners slightly contractedinner corners slightly contractedslight downward curve
Zorninner corners contractedinner corners contracteddownward curve
Wutstrongly contracted inwardstrongly contracted inwardstrong open downward curve

This specification became the central reference during animation, helping me keep expressions visually consistent instead of designing every emotion independently.

06 · Blender & animation

From static rules to a modular animation system.

I modelled eyes and mouth as separate planes in Blender and used the neutral face as the shared base state. Shape Keys stored alternative forms for each facial component, while keyframes controlled their influence over time so Blender could interpolate between states.

For symmetric expressions I could animate one eye and mirror it; asymmetric expressions used a separate file where both eyes could be controlled independently. I also created talking variants for core emotions, so the face could remain expressive while JARVIS spoke.

Visual system

Black background · emissive cyan elements · modular eyes / mouth / optional brows · frontal camera for a 2D display effect.

Neutralityem0_neu
Happinessem121_hap
Surpriseem221_sur
Fearem321_fea
Sadnessem421_sad
Disgustem521_dis
Angerem621_ang
Confusionem212_con
07 · Experimental control

I wanted to test facial expression — not simply movement vs. no movement.

A · Expressive JARVIS

Thinking and talking were represented through the animated face, alongside context-specific emotional expressions.

B · Abstract control

The control retained movement: the square rotated while thinking and pulsed while talking. This reduced the chance that movement alone would explain differences between conditions.

08 · User study

12 sessions. Two conditions. One conversational robot.

I prepared and conducted the study with 12 participants aged 23–64, split into two groups of six. Each participant spoke with one JARVIS condition and completed a post-interaction questionnaire.

I combined subjective measures — Likert-scale and open questions — with objective observations including interaction duration, discussed topics, conversational turn-taking, participant expressions and the facial-animation IDs produced by JARVIS.

The study evaluated six dimensions of interaction quality: sympathy, naturalness, comfort, perceived intelligence, emotional connection and engagement.

I also reviewed session video, screen recordings, conversation logs and questionnaire exports, consolidating the analysis in a structured dataset.

JARVIS user testing setup
Study setup JARVIS' final 3D-printed body was still in production, so I built a temporary physical housing for the tests rather than reducing the experience to a screen-only prototype.
09 · Results

The expressive face improved every measured subjective dimension.

Average ratings on a 1–5 Likert scale consistently favoured the facial-expression condition.

Sympathy
4.50face3.00control
Naturalness
3.17face2.33control
Comfort
4.33face2.50control
Perceived intelligence
4.17face2.83control
Emotional connection
3.33face2.33control
Engagement
4.00face1.83control
Average conversation17 minwith facial expressions
Control condition7.5 minaverage conversation
Topics discussed9 vs 5per participant, face vs control

Behaviour supported the survey results.

Participants using expressive JARVIS spoke for more than twice as long on average and discussed more topics. Positive expressions such as joy and excitement were also observed more frequently in the expressive condition.

The result wasn't only “people liked the face.”

Participants described expressive JARVIS as friendlier and more inviting, but the face also affected perceived competence, trust, conversational flow and willingness to continue interacting.

10 · Outcome

Facial expression became part of the interaction — not decoration on top of it.

The study supported the thesis hypothesis: targeted facial animation improved the quality of human–robot interaction compared with the non-facial control. The strongest difference appeared in engagement, and the objective interaction data pointed in the same direction.

The project ultimately combined user-centred research, interaction design, animation, technical system thinking and empirical evaluation. It received a final thesis grade of 1.0.

Post-credits research

#slaybot

Important research was conducted along the way.

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