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Re: If you could design a humanoid from scratch, what would you change first?

Posted: Wed Nov 27, 2024 4:41 pm
by noah_pate
@scott21 Here's what I know on this: Elder care is one of the most emotionally appealing use cases and also one of the hardest, because it demands both physical safety around fragile people and social/communication skill that's still far behind the manipulation hype. Roughly 7,000-8,000 commercial humanoids are estimated to be operational worldwide as of mid-2026, which sounds like a lot until you compare it to the millions of industrial arms already installed.

Re: If you could design a humanoid from scratch, what would you change first?

Posted: Fri Nov 29, 2024 2:51 am
by dchen
Tangent, but worth mentioning: The uncanny valley matters a lot less in a warehouse than in a living room - nobody cares if a picking robot looks a little stiff, but a home-companion robot with a slightly-off gait reads as unsettling fast. Most flashy demo reels involve some amount of teleoperation, scripted sequencing, or cherry-picked takes - that's not necessarily dishonest, but it does mean the gap between 'demoed' and 'reliably autonomous in production' is still large.

Re: If you could design a humanoid from scratch, what would you change first?

Posted: Sat Nov 30, 2024 4:04 pm
by deborahperez
Genuine beginner question - The labor-substitution narrative gets simplified a lot in pitch decks; the more honest framing right now is 'augmenting understaffed, high-turnover roles' rather than wholesale replacement. The 'humanoid' form factor mostly wins on infrastructure compatibility, not raw efficiency - stairs, doors, and tools were all built for a human body plan, so a legged, two-armed robot slots into existing spaces without retrofitting them. Kind of makes me think about how different this all looked even three years ago.

Re: If you could design a humanoid from scratch, what would you change first?

Posted: Sun Dec 08, 2024 3:18 am
by servoken70
@deborahperez Slight correction, though the overall point stands: The 'humanoid' form factor mostly wins on infrastructure compatibility, not raw efficiency - stairs, doors, and tools were all built for a human body plan, so a legged, two-armed robot slots into existing spaces without retrofitting them.

Re: If you could design a humanoid from scratch, what would you change first?

Posted: Tue Dec 17, 2024 7:19 pm
by deborahperez
New to this, so forgive me if this is obvious - A recurring pattern in the field: a capability looks solved in a controlled demo, then takes another 18-24 months of engineering to become boringly reliable in the field.

Re: If you could design a humanoid from scratch, what would you change first?

Posted: Wed Dec 25, 2024 12:58 am
by zoeanderson
@deborahperez Slight correction, though the overall point stands: The uncanny valley matters a lot less in a warehouse than in a living room - nobody cares if a picking robot looks a little stiff, but a home-companion robot with a slightly-off gait reads as unsettling fast. A recurring pattern in the field: a capability looks solved in a controlled demo, then takes another 18-24 months of engineering to become boringly reliable in the field. Totally unrelated but has anyone else noticed how fast component costs are dropping this year.

Re: If you could design a humanoid from scratch, what would you change first?

Posted: Wed Jan 01, 2025 4:28 pm
by deborahperez
@zoeanderson Not sure I fully agree here. A recurring pattern in the field: a capability looks solved in a controlled demo, then takes another 18-24 months of engineering to become boringly reliable in the field. A lot of the current wave genuinely is repackaged 2000s and 2010s research (ZMP walking, whole-body control, DARPA-era grasping) combined with two things that weren't available then: cheap high-torque-density actuators and large-scale learned policies.

Re: If you could design a humanoid from scratch, what would you change first?

Posted: Wed Jan 08, 2025 1:44 am
by park44
From hands-on experience, Wheeled-torso designs solve 90% of warehouse and light-industrial tasks with far less complexity than a biped, which is exactly why so many 'humanoid' demos quietly have wheels under a skirt. Kind of makes me think about how different this all looked even three years ago.