Design Patterns and Ontology

Version 2.1 by Mathieu Jung-Muller on 2022/02/24 14:17

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 as little gray areas as possible.

The personas need to be stereotypes, so that they can represent a typical stakeholder. However, they also need to have their own specificities, maybe sometimes unusual hobbies, personalities or behaviours for instance, to look more authentic and allow for more case testing (after all, nobody is a walking stereotype).

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 succesfully, there is first the need of an ontology, i.e., the main concepts of the application. 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 robot and users).