Changes for page Design Patterns and Ontology
Last modified by Harmen Kroon on 2022/04/05 12:57
From version
3.1


edited by Ricardo Vogel
on 2022/03/02 12:08
on 2022/03/02 12:08
Change comment:
There is no comment for this version
To version
2.1


edited by Ricardo Vogel
on 2022/03/02 09:36
on 2022/03/02 09:36
Change comment:
Start with design patterns
Summary
Details
- Page properties
-
- Content
-
... ... @@ -2,6 +2,6 @@ 2 2 == Ontology == 3 3 4 4 == Design Pattern == 5 -Design patterns are reusable "bits" that can be used in a larger system. We have designed two types of [[design patterns>>https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group02/view/Main/Design%20Patterns/]]:team design patterns and interaction design patterns. The team design patterns give a high-level overview of the interaction. They describe the teamwork: how the human and robot should work together to complete a common task. Both physical and cognitive tasks or components of tasks can be visualized. For our team design pattern, we made a small state diagram, as the human is able to have different levels of control. This helped us specify our core interaction and state diagram too, and showed us which areas needed some more thought: if the human loses concentration, we can use our interaction design patterns to get their attention and guide them back.5 +Design patterns are reusable "bits" that can be used in a larger system. We have designed two types of design patterns: team design patterns and interaction design patterns. The team design patterns give a high-level overview of the interaction. They describe the teamwork: how the human and robot should work together to complete a common task. Both physical and cognitive tasks or components of tasks can be visualized. For our team design pattern, we made a small state diagram, as the human is able to have different levels of control. This helped us specify our core interaction and state diagram too, and showed us which areas needed some more thought: if the human loses concentration, we can use our interaction design patterns to get their attention and guide them back. 6 6 7 -Interaction design patterns are design patterns for smaller parts of the interaction. We tried to make ours as general as possible. We made design patterns for guiding a human, guiding a human back after a wrong turn, and getting attention. We chose these as they are highly generalizable, and something you might want a robot to commonly do. We made patterns for guiding the human, getting the humans attention, and guiding the human back when they take a wrong turn. Besides making these general, we did highlight some examples for how to implement them for a dog-like robot. We were able to specify these design patterns to[[functions>>https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group02/view/Functions/]]. Making thesedesign patterns helped us not focus on our own project too much, and allowed us to look at how robots should behave in general.7 +Interaction design patterns are design patterns for smaller parts of the interaction. We tried to make ours as general as possible. We made design patterns for guiding a human, guiding a human back after a wrong turn, and getting attention. We chose these as they are highly generalizable, and something you might want a robot to commonly do. [...todo]