A usual resource when trying to attract young people’s interest is to create a showy and pleasant pet or fellow and use it as a business image. Such an element can augment the initial familiarity with the product, promoting at the same time the creation of advertisements or even merchandising.
In STIMEY’s case, this resource is used by the concept of a socially assistive robotic artefact. This will provide a modern and futuristic image, giving the user the impression that the knowledge they acquire on the platform is the key to their future.
The socially assistive robotic artefact will have the ability to be modified and upgraded, depending on the academic achievements of the user. Therefore, the individual pet/fellow of each user will be a visual representation of his/her progress, thereby promoting a healthy competition between them.