Last modified by Mathieu Jung-Muller on 2022/04/04 13:55

From version Icon 14.1 Icon
edited by Pierre Bongrand
on 2022/03/30 00:47
Change comment: There is no comment for this version
To version Icon 5.1 Icon
edited by Sneha Lodha
on 2022/03/23 22:15
Change comment: There is no comment for this version

Summary

Details

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Author
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1 -XWiki.PierreBongrand
1 +XWiki.snehalodha
Content
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1 1  (% style="background-color:#ffffff; font-size:14px" %)
2 2  
3 -== IDP01==
3 +== IDP001==
4 4  {{html}}
5 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp1.jpg?rev=1.1" alt="IDP01" width="350"/>
5 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp1.jpg?rev=1.1" alt="IDP001" width="350"/>
6 6  {{/html}}
7 7  
8 8  |(((
... ... @@ -9,7 +9,9 @@
9 9  **RANKING/ validation**
10 10  
11 11  )))|(((
12 -When Pepper is playing music this can clearly be heard by the PwD, and other evaluators around, so this IDP is empirically testable.
12 +//Notion of the validity (e.g., empirically tested)//
13 +When Pepper is playing music this can clearly be heard by the PwD, and other evaluators around hence this IDP is empirically testable.
14 +
13 13  )))
14 14  |(((
15 15  **DESIGN PROBLEM (what)**
... ... @@ -16,6 +16,8 @@
16 16  
17 17  
18 18  )))|(((
21 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
22 +
19 19  Here the interaction intention of the IDP is to gently remind/alert the PwD about the presence of Pepper around the room. This is in order not to startle the PwD by directly talking to them, but rather providing a gentle musical reminder of interaction about to take place. Sometimes the PwD might want to listen to some music for entertainment purposes and this IDP can also be applied in that scenario.
20 20  )))
21 21  |(((
... ... @@ -23,6 +23,7 @@
23 23  
24 24  
25 25  )))|(((
30 +//Contextual characteristics that are significant for the applicability of the pattern.//
26 26  This IDP can be used in the following contexts:
27 27  * Alert the PwD before an interaction takes place
28 28  * Wake up reminder for PwD
... ... @@ -34,6 +34,8 @@
34 34  
35 35  
36 36  )))|(((
42 +//Essential characteristics of the design solution that express the interaction intention.//
43 +
37 37  This IDP contains minimal interaction, and only consists of Pepper playing music. The musical tone that will play in a specific scenario is pre-programmed for each activity. Hence the solution for gentle reminders for interaction about to happen for PwD, is to simply play some gentle reminder music.
38 38  In the case where this IDP is used for the entertainment of the PwD (external usecase), a list of songs that the PwD enjoys can be programmed into Pepper and played when the usecase is activated.
39 39  )))
... ... @@ -42,6 +42,8 @@
42 42  
43 43  
44 44  )))|(((
52 +//Argumentation that resulted in the chosen design solution.//
53 +
45 45  According to many studies music has shown to have a dramatic effect on people with dementia in terms of improving recollection and making them feel more calm overall. (Citations needed) Due to these researches we decided to incorporate it not only for entertainment purposes, but also for some gentle reminder purposes.
46 46  )))
47 47  |(((
... ... @@ -49,13 +49,15 @@
49 49  
50 50  
51 51  )))|(((
61 +//Illustration (eg. picture, screenshot, animated graphic, video etc.) of an implementation of the design solution in a ‘real-life’ application, and include a short explanation describing the context of use.//
62 +
52 52  TBD (should we include or not?)
53 53  )))
54 54  
55 55  
56 -== IDP02==
67 +== IDP002==
57 57  {{html}}
58 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp2.jpg?rev=1.1" alt="IDP02" width="350"/>
69 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp2.jpg?rev=1.1" alt="IDP002" width="350"/>
59 59  {{/html}}
60 60  
61 61  |(((
... ... @@ -63,7 +63,8 @@
63 63  
64 64  
65 65  )))|(((
66 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper asking this question.
77 +//Notion of the validity (e.g., empirically tested)//
78 +This can be empirically tested as the PwD, and other evaluators around can hear Pepper asking this question.
67 67  
68 68  )))
69 69  |(((
... ... @@ -71,6 +71,8 @@
71 71  
72 72  
73 73  )))|(((
86 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
87 +
74 74  It is important to understand whether the PwD did a particular task or not. Tasks such as taking medicine or eating a meal are crucial, and understanding whether the PwD has successfully done this is an important first step to many reminder tasks.
75 75  )))
76 76  |(((
... ... @@ -78,6 +78,8 @@
78 78  
79 79  
80 80  )))|(((
95 +//Contextual characteristics that are significant for the applicability of the pattern.//
96 +
81 81  This IDP can be used in the following contexts:
82 82  * Understanding whether the PwD has taken medication before reminding them
83 83  * Understanding whether the PwD has eaten a meal before reminding them
... ... @@ -88,6 +88,8 @@
88 88  
89 89  
90 90  )))|(((
107 +//Essential characteristics of the design solution that express the interaction intention.//
108 +
91 91  The solution consists of explicitly asking the PwD whether they have already performed a particular task. The response from PwD can either be yes or no, and depending on that Pepper proceeds with the next step. Simply asking the PwD whether they have performed a task is the best way to ensure a clear and concise reply which is understandable.
92 92  
93 93  )))
... ... @@ -96,6 +96,8 @@
96 96  
97 97  
98 98  )))|(((
117 +//Argumentation that resulted in the chosen design solution.//
118 +
99 99  Here instead of assessing from visual cues whether the PwD has conducted a particular task, a verbal approach is taken. This is due to Pepper's limitations in constantly being around the PwD. Although simply verbally asking whether the PwD performed a certain task might seem too straightforward, it ensures that important information is conveyed in the most explicit manner.
100 100  
101 101  )))
... ... @@ -104,13 +104,15 @@
104 104  
105 105  
106 106  )))|(((
127 +//Illustration (eg. picture, screenshot, animated graphic, video etc.) of an implementation of the design solution in a ‘real-life’ application, and include a short explanation describing the context of use.//
128 +
107 107  TBD (should we include or not?)
108 108  )))
109 109  
110 110  
111 -== IDP03==
133 +== IDP003==
112 112  {{html}}
113 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp3.jpg?rev=1.1" alt="IDP03" width="350"/>
135 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp3.jpg?rev=1.1" alt="IDP003" width="350"/>
114 114  {{/html}}
115 115  
116 116  |(((
... ... @@ -118,7 +118,8 @@
118 118  
119 119  
120 120  )))|(((
121 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper reminding the PwD to do the task.
143 +//Notion of the validity (e.g., empirically tested)//
144 +This can be empirically tested as the PwD, and other evaluators around can hear Pepper reminding the PwD to do the task.
122 122  
123 123  )))
124 124  |(((
... ... @@ -126,6 +126,8 @@
126 126  
127 127  
128 128  )))|(((
152 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
153 +
129 129  The idea of this design pattern is to verbally remind the PwD of an upcoming task. Such tasks can include medicine reminders, meal reminders etc. The intended effect on the user would be that they are reminded to do this particular task if they have not done it already. It also takes some of the burden away from primary caregivers and partners to do such a reminding job constantly.
130 130  )))
131 131  |(((
... ... @@ -133,6 +133,8 @@
133 133  
134 134  
135 135  )))|(((
161 +//Contextual characteristics that are significant for the applicability of the pattern.//
162 +
136 136  This IDP can be used in the following contexts:
137 137  * Reminding the PwD to take medication if they have not done so already
138 138  * Reminding the PwD to eat food if they have not done so already
... ... @@ -143,7 +143,9 @@
143 143  
144 144  
145 145  )))|(((
146 -The design solution consists of Pepper reminding the PwD to do a particular task if they have not done it already. We ensure this reminder is only activated when the PwD has not performed the task in order not to overwhelm them with something they have already done. The goal of the pattern is to successfully remind and encourage the PwD to perform an essential task they should do.
173 +//Essential characteristics of the design solution that express the interaction intention.//
174 +
175 +The design solution consists of Pepper reminding the PwD to do a particular task if they have not done it already. We ensure this reminder is only activated when the PwD has not performed the task in order not overwhelm them with something they have already done. The goal of the pattern is to successfully remind and encourage the PwD to perform an essential task they should do.
147 147  )))
148 148  |(((
149 149  **DESIGN RATIONALE (why)**
... ... @@ -150,7 +150,8 @@
150 150  
151 151  
152 152  )))|(((
153 -A verbal reminder here works better than a simple reminder on the phone, as would happen commonly these days. Also we believe that having Pepper as a physical being there might encourage the PwD to take such reminders with higher importance than a simple notification. On top of that, phone reminders would mean that the PwD is familiar with this kind of technology, which is not necessarily the case.
182 +//Argumentation that resulted in the chosen design solution.//
183 +A verbal reminder here works better than a simple reminder on the phone, as would happen commonly these days. Also we believe that having Pepper's as a physical being there might encourage the PwD to take such reminders with higher importance than a simple notification.
154 154  
155 155  )))
156 156  |(((
... ... @@ -157,13 +157,15 @@
157 157  **EXAMPLES (as seen on…)**
158 158  
159 159  )))|(((
190 +//Illustration (eg. picture, screenshot, animated graphic, video etc.) of an implementation of the design solution in a ‘real-life’ application, and include a short explanation describing the context of use.//
191 +
160 160  TBD (should we include or not?)
161 161  )))
162 162  
163 163  
164 -== IDP04==
196 +== IDP004==
165 165  {{html}}
166 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp4.jpg?rev=1.1" alt="IDP04" width="350"/>
198 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp3.jpg?rev=1.1" alt="IDP004" width="350"/>
167 167  {{/html}}
168 168  
169 169  |(((
... ... @@ -171,7 +171,8 @@
171 171  
172 172  
173 173  )))|(((
174 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper asking the PwD for confirmation.
206 +//Notion of the validity (e.g., empirically tested)//
207 +This can be empirically tested as the PwD, and other evaluators around can hear Pepper asking the PwD for confirmation.
175 175  
176 176  )))
177 177  |(((
... ... @@ -179,6 +179,8 @@
179 179  
180 180  
181 181  )))|(((
215 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
216 +
182 182  This design pattern occurs hand in hand with Pepper just having told the PwD to do a certain task or activity step. The intention is to understand whether this task was successfully done by the PwD. This ensures the PwD had indeed successfully completed a certain task, which in some case may be crucial.
183 183  )))
184 184  |(((
... ... @@ -186,6 +186,8 @@
186 186  **CONTEXT (use when…)**
187 187  
188 188  )))|(((
224 +//Contextual characteristics that are significant for the applicability of the pattern.//
225 +
189 189  This IDP can be used in the following contexts:
190 190  * Asking for confirmation of having taken medication
191 191  * Asking for confirmation of having eaten a meal
... ... @@ -197,6 +197,8 @@
197 197  
198 198  
199 199  )))|(((
237 +//Essential characteristics of the design solution that express the interaction intention.//
238 +
200 200  The design solution consists of Pepper asking for a verbal confirmation of having done a task. The user is prompted with a closed question such as "have you done it?," and is expected to reply in a truthful manner. Pepper will not move on unless a positive confirmation is given, in order to ensure successful completion of crucial tasks.
201 201  )))
202 202  |(((
... ... @@ -204,169 +204,17 @@
204 204  
205 205  
206 206  )))|(((
207 -The solution consists of explicitly asking the PwD whether they have already performed a particular task. The response from PwD can either be positive or negative, and depending on that Pepper proceeds with the next step. Simply asking the PwD whether they have performed a task is the best way to ensure a clear and concise reply which is understandable.
208 -
209 -)))
210 -|(((
211 -**EXAMPLES (as seen on…)**
212 -
213 -)))|(((
214 -TBD (should we include or not?)
215 -)))
216 -
217 -
218 -== IDP05==
219 -{{html}}
220 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp5.jpg?rev=1.1" alt="IDP05" width="350"/>
221 -{{/html}}
222 -
223 -|(((
224 -**RANKING/ validation**
225 -
226 -
227 -)))|(((
228 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper congratulating the PwD.
229 -)))
230 -|(((
231 -**DESIGN PROBLEM (what)**
232 -
233 -
234 -)))|(((
235 -This design pattern is used to verbally congratulate the PwD, and make them feel about about a task that they just accomplished. This is to lift the spirits of the PwD and make them enjoy and want to do certain tasks.
236 -)))
237 -|(((
238 -
239 -**CONTEXT (use when…)**
240 -
241 -)))|(((
242 -This IDP can be used in the following contexts:
243 -* Congratulate the PwD for having taken medication
244 -* Congratulate the PwD for having eaten medication
245 -* Congratulate the PwD for doing a particular activity completely
246 -The list can be further expanded as more task usecases are added.
247 -)))
248 -|(((
249 -**DESIGN SOLUTION (how)**
250 -
251 -
252 -)))|(((
253 -This IDP is quite basic and simply pre-programmed into Pepper. Simply congratulating the PwD for finishing a certain task or activity is sufficient.
254 -)))
255 -|(((
256 -**DESIGN RATIONALE (why)**
257 -
258 -
259 -)))|(((
260 260  //Argumentation that resulted in the chosen design solution.//
261 -This IDP was added in order to give the PwD a feeling of accomplishment after doing a task that might have been challenging for them. Giving some encouragement can aid in finding enjoyment in and remembering such tasks.
262 262  
263 -)))
264 -|(((
265 -**EXAMPLES (as seen on…)**
248 +The solution consists of explicitly asking the PwD whether they have already performed a particular task. The response from PwD can either be yes or no, and depending on that Pepper proceeds with the next step. Simply asking the PwD whether they have performed a task is the best way to ensure a clear and concise reply which is understandable.
266 266  
267 -)))|(((
268 -TBD (should we include or not?)
269 269  )))
270 -
271 -
272 -== IDP06==
273 -{{html}}
274 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp6.jpg?rev=1.1" alt="IDP06s" width="350"/>
275 -{{/html}}
276 -
277 277  |(((
278 -**RANKING/ validation**
279 -
280 -
281 -)))|(((
282 -This can be tested by performing some other IDPs, which refer to utilizing the breakdown of a particular activity. Since this is for now hard-coded into Pepper, it is not empirically testable.
283 -)))
284 -|(((
285 -**DESIGN PROBLEM (what)**
286 -
287 -
288 -)))|(((
289 -This design pattern is used by the HCP (or a relative) to enter some activities into Pepper, that the PwD might personally enjoy. This is so that Pepper's system contains the breakdown to certain desired activities.
290 -)))
291 -|(((
292 -
293 -**CONTEXT (use when…)**
294 -
295 -)))|(((
296 -This IDP can be used in the following contexts:
297 -* PwD wants to perform a new activity
298 -* Pepper is not yet personalized to the particular PwD
299 -)))
300 -|(((
301 -**DESIGN SOLUTION (how)**
302 -
303 -
304 -)))|(((
305 -The interface has not been implemented. Ideally, the interface designed is easy to use, HCP and relatives are not required to have very high technical knowledge.
306 -)))
307 -|(((
308 -**DESIGN RATIONALE (why)**
309 -
310 -
311 -)))|(((
312 -We allow the HCP to provide steps as they are the ones that have spent a significant amount of time with the PwD and know about their likes and dislikes. In this case, they can also provide the steps in the complexity they think the PwD will understand, rather than simply having some arbitrary steps from the internet.
313 -
314 -)))
315 -|(((
316 316  **EXAMPLES (as seen on…)**
317 317  
318 318  )))|(((
319 -TBD (should we include or not?)
320 -)))
255 +//Illustration (eg. picture, screenshot, animated graphic, video etc.) of an implementation of the design solution in a ‘real-life’ application, and include a short explanation describing the context of use.//
321 321  
322 -
323 -== IDP07==
324 -{{html}}
325 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp7.jpg?rev=1.1" alt="IDP07" width="350"/>
326 -{{/html}}
327 -
328 -|(((
329 -**RANKING/ validation**
330 -
331 -
332 -)))|(((
333 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper saying a step to the PwD.
334 -
335 -)))
336 -|(((
337 -**DESIGN PROBLEM (what)**
338 -
339 -
340 -)))|(((
341 -This design pattern is used to tell the PwD the next step in a certain activity breakdown. This activity can be anything, and the steps are added by the HCP into Pepper's system as a prerequisite.
342 -)))
343 -|(((
344 -
345 -**CONTEXT (use when…)**
346 -
347 -)))|(((
348 -This IDP can be used in the following contexts:
349 -* PwD needs the next step for a gardening activity
350 -* PwD needs the next step for making a paper plane
351 -)))
352 -|(((
353 -**DESIGN SOLUTION (how)**
354 -
355 -
356 -)))|(((
357 -Here, already having the activity broken down into certain steps is very crucial. Also Pepper needs to say these steps verbally so the user can hear and act appropriately.
358 -)))
359 -|(((
360 -**DESIGN RATIONALE (why)**
361 -
362 -
363 -)))|(((
364 -A verbal step here works better than merely following steps from a website, as would happen commonly these days. Also we believe that having Pepper as a physical being there might encourage the PwD to perform activities they used to enjoy, with higher frequency as Pepper would come up to them and ask them if they want to take part in an activity they enjoy.
365 -)))
366 -|(((
367 -**EXAMPLES (as seen on…)**
368 -
369 -)))|(((
370 370  TBD (should we include or not?)
371 371  )))
372 372