Project Pal: Combating Loneliness

Introduction

Melina Batanova, Richard Weissbourd, and Joseph McIntyre–a team based at the Harvard Graduate School of Education researching different parts of mental health–discover that 21% of adults have serious feelings of loneliness (Batanova, Weissbourd & McIntyre, 2024). Isolation, especially after the Covid-19 pandemic–but even before then–has been on the rise. It has become a major issue; so much so that even the government has gotten involved in spreading awareness of this epidemic. Dr. Vivek H. Murthy, the 19th and 21st Surgeon General of the USA, informs us that “Loneliness and social isolation increase the risk for premature death by 26% and 29% respectively” (Murthy, 2023); it is also linked to risks of other health issues such as “anxiety, depression, and dementia” (Murthy, 2023); which has a negative effect on individuals and society as a whole.
One leading cause of the epidemic can be attributed to technology. Batanova and her team find that “in America, technology ([at] 73%) topped the list” (Batanova, Weissbourd & McIntyre, 2024) of contributors of loneliness. Social media platforms like Instagram, expose users to curated parts of others’ lives, which leads to feelings of inferiority and exclusion. Meaningful connections are replaced with shallow interactions, including likes and 1 sentence comments. This creates a need for more and more validation, leading to people living their lives only for views and likes; which may lead to reduced real-world interactions. This pursuit of online fame and validation can cause self-esteem issues and foster more isolation rather than connections and actual validation.

On the contrary, technology is also used to combat this loneliness. We have also decided to join this battle against loneliness through technology. Our innovation is to produce an AI pet, called a Pal, that is indistinguishable from an actual pet. This will create a sense of companionship for the consumer, and would ultimately improve the feeling of loneliness that many feel. Many people that are in that group may not have the motivation or means to take care of an actual pet, so we would like to create pets who would need very little to no maintenance from the consumer to operate while also giving that authentic sense of having an actual pet.

There are some companies that have thought of similar ideas in the past, however, none of them have produced it to the degree that we believe we can achieve. Most recently, the New York State Office for the Aging (NYSOFA) released an animatronic pet initiative, which gave “over 31,000” animatronic pets “to Isolated Older New Yorkers” (NYSOFA, 2024). These may work, however, they are designed for the use of seniors, which means they are not designed to handle younger audiences and would not give a fully believable experience of having a pet.

Another big contender would be Sony’s Aibo. Aibo can do many different activities that we would also like to include in our product. This includes things like walking to its charging station by itself and learning tricks and names. However, one of the biggest issues we see with Aibo is its pricing. To just purchase an Aibo, it costs around 3 thousand dollars—far too expensive for most people. Our aim is to decrease the price while also increasing its functionality, because as of right now, Aibo can last on full battery for approximately 2 hours; our aim is to make the Ai pet feel as real and natural as possible, one of our goals is to extend its active time while also making sure it charges quickly. By using efficient power systems and wireless charging the pet could stay active for a longer period of time and make charging feel seamless. Since our goal is for the pet to always be ready when you are, the charging process feels nearly invisible. This way, the AI pet maintains the appearance and behavior of a real companion, without interruptions. Furthermore, there’s just no customization available with an Aibo, it will always be a dog which obviously looks like a robot. We set out to make our Pal be customizable as to what animal the customer would like, so if you’re not a dog person, you don’t have to settle.

Pal is the next biggest innovation coming to this scene through its customizability, functionality and affordability. Not only can it be used by people of all ages for a multitude of reasons, it will bring us one step closer to making sure that no one in America is left lonely.

Cost Considerations

When developing the idea of creating an AI pet, one of our primary concerns was the cost and how much was going to be invested in this project so that it could be brought to life. At first, we had ideas to make the AI pet do many things; however, when trying to actually put time into building it, we noticed that most of the materials would have a rather large price that would make the product expensive. Through extensive research, we found a way to base it on a more affordable budget while still maintaining a high level of functionality to its greatest potential.

Since this project is mainly a cost-effective model designed to be accessible to a wide range of customers, we prioritize how the customer would be viewing the product because of the amount of money they would be willing to spend. We also thought about how long they would carry this product or how they would use it for their own enjoyment. That’s why we decided to make our product soft yet durable, something that feels good to interact with but also holds up over time.

We wanted it to last, especially for customers who are willing to invest in something meaningful. At the same time, we knew that a lot of AI pets out there are really expensive, which can make them feel out of reach for a lot of people. So we focused on building something that’s both affordable and eco-friendly, without cutting corners on quality. We wanted to create a version that more people could enjoy, especially those who might not have the budget for a real pet or the high-end tech alternatives.

One of the biggest advantages of the AI pet is that it doesn’t come with the usual costs of owning a live animal. There’s no need for pet food, water bowls, grooming supplies, or trips to the vet. You still get the comfort, companionship, and fun that a pet can offer—but without the financial stress or long-term commitment. In the end, we aimed to make something that feels personal and thoughtful. Something people could genuinely enjoy and connect with, without having to worry about all the “what-ifs” that come with traditional pet ownership.

We have provided a breakdown of how much it would cost for the internal composition of the product:

Head 

  • Camera ($16)
  • Motion detector ($6)
  • Speaker ($10)
  • Microphone under ear ($10)
  • Hinge for mouth (covered with cosmetics)($0.20/per)

Neck

  • Collar gps($3) (Apple Find My $99 annually; Google, $25)

Torso

  • Has the battery and connections to the other limbs ($100)
  • Motor for tail
  • Motor for neck
  • Pre-programmed chip

Feet

  • Charger in the bottom with wireless charging (Platform)($48)
  • Platform ($15)

Through this breakdown, we can assume that the production of Pal will take around $210 without the cosmetics. Including cosmetics it may take up to $300 to $400. We plan to sell the product for around $600 to $1000 dollars, which will help us make a profit that can help us improve our model in the future.

Timeline

Steps:

Week 1 – Planning & Research
We started by figuring out what people want from an AI pet. We looked at what’s already out there, spotted what was missing, and made a list of the best features we could include. We also made sure to look for affordable but still good-quality materials.

Weeks 2–3 – Design & Prototyping
Next, we sketched out ideas and tried different looks for the Pal. We picked soft, durable materials that would be safe and comfy. Then we built an early version just to get a feel for how it would look and feel in real life.

Weeks 4–5 – Hardware Development
This is where we started building the inside. We added things like sensors, a speaker, and small motors. Then we wired everything together and made sure the body was strong enough to hold it all.

Weeks 6–7 – Software Development
While the hardware was coming together, we wrote the code to bring Pal to life. This included how it reacts, makes noise, and moves. If someone talks to it or moves around, Pal can notice and respond.

Week 8 – Integration & Testing
We connected the hardware and software to make sure they worked well together. Then we tested it to see how Pal reacted to different things, and took notes on anything that seemed off.

Weeks 9–10 – Revisions & Improvements
After testing, we made changes to improve how Pal worked—making it respond faster and more smoothly. We also made it use less power and made the whole experience feel more natural.

Week 11 – Final Testing & Packaging
We gave the final version a full checkup to make sure everything worked properly. Then we added the outer “skin” and got it ready to be boxed up, including instructions for users.

Week 12 – Presentation & Launch
In the last week, we put together a demo to show how Pal works. We made visuals and prepared a presentation to explain the project and highlight why Pal is a fun, affordable, and smart companion.

Material and Parts

The AI pet will be composed of several different materials as we plan to make it multi-purpose. The main goal of this project is to provide an affordable, realistic companion that is not as much of a hassle compared to a real pet. In terms of planning, we focused on each body component and wrote out what would be placed within them.

The head will hold 2 cameras, a motion detector, light sensor, speaker, microphone, and hinges for the jaw and ears. As depicted in figure 2, there are hinges on the side of the head to control the jaw– this will then be covered with the cosmetics (fur, leather, snout). These features will allow the pet to be realistic and functional; the pet will be interactive, and each of these materials will be fit according to what an actual pet would have. For instance, the cameras will be placed in the eyes, the microphone near the ear area, etc.

 As for the material within the rest of the body, hinges will be used to not just hold the

pet together but also make it flexible for movement. The torso will hold the main power source– the battery- as well as motors for the tail and neck. Since the torso does not have much movement, it can easily hold the materials that are heavier and connect each component. Additionally, it will hold the chip that will serve essentially as the brain of the pet. 

Lastly, we plan to make the pet chargeable. There will be a charging station included, and the feet of the pet will hold wireless chargers that connect directly when placed onto the station. An additional item that can be purchased separately by the user will be a collar, this collar will hold a small GPS that can be connected to the user’s phone. The pet comes in customizable behavior patterns using the pre-programmed chip, along with physical features such as fur color and texture.

Conclusion

Ultimately, Project Pal will be able to help many individuals find a low cost, accessible pet. It’s great for many types of individuals ranging from those who just need a little friend to a beginner pet for kids to play with. Without concerns of pricey food and giving baths, Pal could be anyone’s newest best friend with no additional hassle. 

References

Batanova, Weissbourd, & McIntyre (2024, October). Loneliness in America: Just the tip of the iceberg? Harvard Graduate School of Education. https://mcc.gse.harvard.edu/reports/loneliness-in-america-2024

Murthy, V. H. (2023). Our epidemic of loneliness and isolation: The U.S. Surgeon General’s advisory on the healing effects of social connection and community. U.S. Department of Health and Human Services. https://www.hhs.gov/sites/default/files/surgeon-general-social-connection-advisory.pdf

New York State Office for the Aging. (2024, June 3). NYSOFA expands animatronic pet and intergenerational games initiatives to combat loneliness and related health risks. https://aging.ny.gov/news/nysofa-expands-animatronic-pet-and-intergenerational-games-initiatives-combat-loneliness-and