Wiki source code of Design Patterns and Ontology

Last modified by Sofia Kostakonti on 2022/04/05 14:18

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1 In order to make a Design Pattern, we first have to establish the Personas and a User Story. Personas refer to the people who will be interacting with the robot and it's important to be as detailed as possible to make that person seem real and then be able to empathize with them. Some of the possible information is gender, age, living situation, education and/or job, hobbies, and values. All of these will be useful when creating the user story because they provide background for the thoughts, emotions, and actions that we presume the user will have. it is also nice to challenge the stereotypes and imagine a person that is not average, but rather authentic. For example, if our user is an older woman, instead of knitting, one of her hobbies could be watching Formula 1. A detailed description of our personas can be found in the [[//Personas// >> https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group01/view/Foundation/Operational%20Demands/Personas/]] section.
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3 After forming the Personas, we have to picture a story in which they will interact with the robot. What does the user do in that situation? What does the robot do? We have to have a detailed description of their interaction, the type of interaction, and the task that the robot accomplishes. Then, we can create the Proto-pattern, which can be later translated to the design pattern. A design pattern is a reusable solution to a recurring problem and should be abstract enough to be applied to commonly faced and generic problems. One of the design patterns is the team design pattern which specifies the kind of interaction that the human and the robot have. That can be physical (e.g., helping each other lift a table), cognitive (e.g., conversing on a specific topic) and asymmetric (having different dynamics). There is also the interaction design pattern, which is more specific and there can be multiple for one user story. This defines how the robot interacts with one person (e.g., the robot having small talk). After creating this storyboard, we can move to a higher level description where a behavior pattern will be defined, we get to decide when this pattern is applied and what are its possible positive and negative effects(claims). We must also come up with strategies in order to avoid the negative effects. More information on how the robot interacts with the human in our scenario is given in the [[//Design Patterns// >> https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group01/view/Main/Design%20Patterns/]] section.
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5 To make sure that humans and robots use the design pattern effectively, we must find some common ground between them. This can be accomplished with an ontology which is a description of the concepts and relationships that exist within a certain domain. An ontology provides the structure of the important concepts of an application and can be separated into layers. The upper layer explains how everything is connected, while the lower layers provide the actual information regarding the interaction. To create an accurate and inclusive ontology, we need to translate our user story to concepts that we need in the ontology. It provides a language for interaction and a basic level of mutual understanding. For our scenario, we created two ontologies that can be interconnected: one for the personal information of the stakeholders and one for the interaction between the robot and any human. Under the section [[//Ontology// >> https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group01/view/Main/Ontology/]], there is a detailed explanation of all the components.