Design Patterns and Ontology
The lecture on design patterns made us really understand how and why to use the personas and their user stories. This means the interactions need to be carefully planned to let in as few gray areas as possible.
The personas need to be stereotyped so that they can represent a typical stakeholder. However, they also need to have their own specificities, maybe sometimes unusual hobbies, personalities, or behaviors, for instance, to look more authentic and allow for more case testing (after all, nobody is a walking stereotype).
Design Patterns
The design pattern is a reusable high-level solution to a recurrent problem. This means the pattern can be applied to many different but similar situations.
To make a design pattern successfully, there is first the need for an ontology, i.e., the main concepts of the application.
Ontology
Ontology is a description of the concepts and relationships that exist within a certain domain. The upper layer of the ontology is an overview, that generically explains how things are connected, while the lower layers provide specifics for the actual interactions.
The interactions can also be further described in the user stories (interactions between the robot and users).
Extension
In the lecture, the professor mentioned that we should not overdo things for PwDs, which means we should let PwDs do what they still can do. They should still feel independent if they can be. For example, Pepper does not need to remind PwDs of all the things if they do not suffer from heavy memory loss. Because there may have two problems if we remind everything for PwDs. First, PwDs may get annoyed because they still remember things while Pepper treats them like babies. Second, it may worsen the cognitive capabilities of PwDs because their brains tend to decline faster if they do not use it much. Therefore, in our case, we need to consider the level of dementia of different PwDs, which means customizing Pepper to different PwDs.