RoboBoom
Humanoids Summit· October 19, 2026· 20:55

Designing Interactive Humanoids | Do Park (Lightberry)

Do Park, head of Lightberry, explains at the Humanoids Summit how the company designs interactive humanoids, using its Lumi robot as an example.

In this talk

  1. 1:09

    Why interactive robots need purpose-built hardware

    Lightberry first aimed to package interaction software for different robot platforms, but found that some lacked cameras or usable microphones. The team added cameras, microphones, and speakers, yet the sensors felt bolted on and could break. Park describes a modified Unitree G1 that fell during a customer demo, and a robot whose fixed neck made its gaze awkward.

  2. 3:51

    Design for appeal

    Park says good interactions begin with an emotional connection, and that appeal helps earn the first interaction. Drawing on Pixar's Up, he describes how Carl's square shapes and Ellie's circular shapes express their personalities before the story unfolds. Lumi uses rounded features, large eyes, and a chunky body and hands to seem friendly and approachable.

  3. 10:30

    Make the robot feel believable

    Believability comes from expressive movement and a character with depth, Park says. Even a carpet can feel alive through carefully chosen mannerisms, while Lumi's early version used waving, looking at people, and subtle movements to sustain engagement. A detailed backstory also led Lumi to describe The Midnight Gospel as a favorite show, despite the team not having specified one.

  4. 15:16

    Build relatability through responsiveness

    Park says people are more likely to return when they feel a robot cares about and understands them. Lightberry aimed to make Lumi express emotion, look at people as they speak, respond quickly, remember who they have met, and keep her verbosity controlled. Park uses a scene of two rocks communicating in Everything Everywhere All at Once to illustrate how prior context can make even simple exchanges feel emotionally meaningful.

  5. 19:39

    Put personal character into the robot

    Park summarizes the design goal as creating interactions that leave people feeling something and wanting to return. Noel, identified as part of Lightberry alongside Thomas, adds that designers can make a robot personal by putting themselves into its character.

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