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

From version Icon 32.1 Icon
edited by Sneha Lodha
on 2022/04/02 15:41
Change comment: There is no comment for this version
To version Icon 2.1 Icon
edited by Bart Vastenhouw
on 2022/03/22 10:01
Change comment: There is no comment for this version

Summary

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1 -XWiki.snehalodha
1 +xwiki:XWiki.BartVastenhouw
Content
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1 1  (% style="background-color:#ffffff; font-size:14px" %)
2 2  
3 -== IDP01==
4 -(% style="text-align:center"%)
5 -[[image:idp1.jpg||width="400" height="350"]]
3 +== IDP001==
4 +{{html}}
5 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp1.jpg?rev=1.1" alt="IDP001" width="350"/>
6 +{{/html}}
6 6  
7 7  |(((
8 -**RANKING/ validation**
9 +**RANKING/ validation**
10 +
9 9  )))|(((
10 -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 +
14 +TBD
11 11  )))
12 12  |(((
13 -**DESIGN PROBLEM (what)**
17 +**DESIGN PROBLEM (what)**
18 +
19 +
14 14  )))|(((
21 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
22 +
15 15  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.
16 16  )))
17 17  |(((
18 18  **CONTEXT (use when…)**
27 +
28 +
19 19  )))|(((
30 +//References to a list of the contextual characteristics that are significant for the applicability of the pattern.//
20 20  This IDP can be used in the following contexts:
21 21  * Alert the PwD before an interaction takes place
22 22  * Wake up reminder for PwD
... ... @@ -25,35 +25,64 @@
25 25  )))
26 26  |(((
27 27  **DESIGN SOLUTION (how)**
39 +
40 +
28 28  )))|(((
42 +//Description of the essential characteristics of the solution that express the interaction intention.//
43 +
29 29  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.
30 30  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.
31 31  )))
32 32  |(((
33 33  **DESIGN RATIONALE (why)**
49 +
50 +
34 34  )))|(((
35 -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 [1][2]. Due to these researches we decided to incorporate it not only for entertainment purposes, but also for some gentle reminder purposes.
52 +//Argumentation that resulted in the chosen design solution.//
53 +
54 +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.
36 36  )))
56 +|(((
57 +**EXAMPLES (as seen on…)**
37 37  
59 +
60 +)))|(((
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.//
38 38  
39 -== IDP02==
63 +TBD (should we include or not?)
64 +)))
65 +
66 +
67 +== IDP002==
40 40  {{html}}
41 -<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="500"/>
42 42  {{/html}}
43 43  
44 44  |(((
45 45  **RANKING/ validation**
74 +
75 +
46 46  )))|(((
47 -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 +
79 +TBD
48 48  )))
49 49  |(((
50 50  **DESIGN PROBLEM (what)**
83 +
84 +
51 51  )))|(((
86 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
87 +
52 52  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.
53 53  )))
54 54  |(((
55 -**CONTEXT (use when…)**
91 +**CONTEXT (use when…)**
92 +
93 +
56 56  )))|(((
95 +//Contextual characteristics that are significant for the applicability of the pattern.//
96 +
57 57  This IDP can be used in the following contexts:
58 58  * Understanding whether the PwD has taken medication before reminding them
59 59  * Understanding whether the PwD has eaten a meal before reminding them
... ... @@ -60,192 +60,417 @@
60 60  The list can be further expanded as more crucial task usecases are added.
61 61  )))
62 62  |(((
63 -**DESIGN SOLUTION (how)**
103 +**DESIGN SOLUTION (how)**
104 +
105 +
64 64  )))|(((
65 -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.
107 +//Description of the essential characteristics of the solution that express the interaction intention.//
108 +
109 +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.
110 +
66 66  )))
67 67  |(((
68 68  **DESIGN RATIONALE (why)**
114 +
115 +
69 69  )))|(((
117 +//Trade-offs and the argumentation that resulted in the chosen design solution.//
118 +
70 70  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.
120 +
71 71  )))
122 +|(((
123 +**EXAMPLES (as seen on…)**
72 72  
125 +
126 +)))|(((
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.//
73 73  
74 -== IDP03==
129 +TBD (should we include or not?)
130 +)))
131 +
132 +
133 +== IDP003==
75 75  {{html}}
76 -<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"/>
77 77  {{/html}}
78 78  
79 79  |(((
80 80  **RANKING/ validation**
140 +
141 +
81 81  )))|(((
82 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper reminding the PwD to do the task.
143 +//Provide a notion of the validity (e.g., empirically tested)//
144 +
145 +The ranking should indicate the validity of the patterns premise. It can help the reader to distinguish early pattern ideas from patterns confirmed in practice (Borchers, 2001b).
146 +
147 +
83 83  )))
84 84  |(((
85 -**DESIGN PROBLEM (what)**
150 +**DESIGN PROBLEM (what)**
151 +
152 +
86 86  )))|(((
87 -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.
154 +//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
155 +
156 +The design problem describes the design problem in terms of the interaction intention. The intention of an interaction can be extracted from the user requirements. For the example of praise (the ePartner shall provide and/or facilitate situated praise) this could be to give the user a feeling of appraisal. If the requirement were about conducting small talk, the interaction intention would be something in line with making the user feel at ease with the ePartner.
157 +
158 +
88 88  )))
89 89  |(((
90 90  **CONTEXT (use when…)**
162 +
163 +
91 91  )))|(((
92 -This IDP can be used in the following contexts:
93 -* Reminding the PwD to take medication if they have not done so already
94 -* Reminding the PwD to eat food if they have not done so already
95 -The list can be further expanded as more crucial task usecases are added.
165 +//Provide a reference to the relevant use case(s) and a list of the contextual characteristics that are significant for the applicability of the pattern.//
166 +
167 +The context describes the characteristics of the tasks, the users, and the environment for which the pattern can be applied. This should provide the designer insight in when the design pattern can be used, and when the design pattern is less suitable
168 +
169 +The use cases already provide the situational factors (e.g., dialogue partner(s), physical and social context, interaction platform, and dialogue context) that influence the design solution (specific embodiment of the dialogue). The design pattern should only list the contextual characteristics that determine in what situation the design solution can be applied.
170 +
171 +
96 96  )))
97 97  |(((
98 98  **DESIGN SOLUTION (how)**
175 +
176 +
99 99  )))|(((
100 -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.
178 +//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
179 +
180 +The design solution provides a concrete description of the solution for the design problem. This encompasses the specific shape of the dialogue by describing what characteristics express the intended interaction within the given context. So what verbal and non-verbal communication should be used, what dialogue rules should be followed etc. Only the core of the solution should be described, references to other relevant patterns can be used.
181 +
182 +
101 101  )))
102 102  |(((
103 103  **DESIGN RATIONALE (why)**
186 +
187 +
104 104  )))|(((
105 -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.
189 +//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
190 +
191 +The rationale provides insight in how the design pattern works, why it works and how it is based on underlying principles and mechanisms (Van Welie et al., 2000). It provides a convincing argumentation on the effects of the chosen design solution, including trade-offs. It includes premises that may need empirical validation.
192 +
193 +
106 106  )))
195 +|(((
196 +**EXAMPLES (as seen on…)**
107 107  
198 +
199 +)))|(((
200 +//Provide an 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.//
108 108  
109 -== IDP04==
202 +The examples should show successful uses of the pattern (e.g. best practices, as seen on….). It shows how the pattern can manifest itself differently in various ‘real-life’ applications.
203 +)))
204 +|**RELATED PATTERNS**|(((
205 +//Provide the names and/or links of related patterns.//
206 +
207 +Links to any related patterns should be mentioned here. For example, a parent pattern (similar interaction intention, higher in the abstraction hierarchy), sister pattern (similar interaction intention, same abstraction level) and/or other relating patterns (different interaction intention, but in another way related to context and/or product characteristics of the design solution).
208 +)))
209 +
210 +== IDP004==
110 110  {{html}}
111 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp4.jpg?rev=1.1" alt="IDP04" width="350"/>
212 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp4.jpg?rev=1.1" alt="IDP004" width="500"/>
112 112  {{/html}}
113 113  
114 114  |(((
115 115  **RANKING/ validation**
217 +
218 +
116 116  )))|(((
117 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper asking the PwD for confirmation.
220 +//Provide a notion of the validity (e.g., empirically tested)//
221 +
222 +The ranking should indicate the validity of the patterns premise. It can help the reader to distinguish early pattern ideas from patterns confirmed in practice (Borchers, 2001b).
223 +
224 +
118 118  )))
119 119  |(((
120 120  **DESIGN PROBLEM (what)**
228 +
229 +
121 121  )))|(((
122 -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.
231 +//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
232 +
233 +The design problem describes the design problem in terms of the interaction intention. The intention of an interaction can be extracted from the user requirements. For the example of praise (the ePartner shall provide and/or facilitate situated praise) this could be to give the user a feeling of appraisal. If the requirement were about conducting small talk, the interaction intention would be something in line with making the user feel at ease with the ePartner.
234 +
235 +
123 123  )))
124 124  |(((
125 125  **CONTEXT (use when…)**
239 +
240 +
126 126  )))|(((
127 -This IDP can be used in the following contexts:
128 -* Asking for confirmation of having taken medication
129 -* Asking for confirmation of having eaten a meal
130 -* Asking for confirmation of having done an activity step
131 -The list can be further expanded as more crucial task usecases are added.
242 +//Provide a reference to the relevant use case(s) and a list of the contextual characteristics that are significant for the applicability of the pattern.//
243 +
244 +The context describes the characteristics of the tasks, the users, and the environment for which the pattern can be applied. This should provide the designer insight in when the design pattern can be used, and when the design pattern is less suitable
245 +
246 +The use cases already provide the situational factors (e.g., dialogue partner(s), physical and social context, interaction platform, and dialogue context) that influence the design solution (specific embodiment of the dialogue). The design pattern should only list the contextual characteristics that determine in what situation the design solution can be applied.
247 +
248 +
132 132  )))
133 133  |(((
134 134  **DESIGN SOLUTION (how)**
252 +
253 +
135 135  )))|(((
136 -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.
255 +//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
256 +
257 +The design solution provides a concrete description of the solution for the design problem. This encompasses the specific shape of the dialogue by describing what characteristics express the intended interaction within the given context. So what verbal and non-verbal communication should be used, what dialogue rules should be followed etc. Only the core of the solution should be described, references to other relevant patterns can be used.
258 +
259 +
137 137  )))
138 138  |(((
139 139  **DESIGN RATIONALE (why)**
263 +
264 +
140 140  )))|(((
141 -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.
266 +//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
267 +
268 +The rationale provides insight in how the design pattern works, why it works and how it is based on underlying principles and mechanisms (Van Welie et al., 2000). It provides a convincing argumentation on the effects of the chosen design solution, including trade-offs. It includes premises that may need empirical validation.
269 +
270 +
142 142  )))
272 +|(((
273 +**EXAMPLES (as seen on…)**
143 143  
275 +
276 +)))|(((
277 +//Provide an 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.//
144 144  
145 -== IDP05==
279 +The examples should show successful uses of the pattern (e.g. best practices, as seen on….). It shows how the pattern can manifest itself differently in various ‘real-life’ applications.
280 +)))
281 +|**RELATED PATTERNS**|(((
282 +//Provide the names and/or links of related patterns.//
283 +
284 +Links to any related patterns should be mentioned here. For example, a parent pattern (similar interaction intention, higher in the abstraction hierarchy), sister pattern (similar interaction intention, same abstraction level) and/or other relating patterns (different interaction intention, but in another way related to context and/or product characteristics of the design solution).
285 +)))
286 +
287 +== IDP005==
146 146  {{html}}
147 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp5.jpg?rev=1.1" alt="IDP05" width="350"/>
289 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp5.jpg?rev=1.1" alt="IDP005" width="500"/>
148 148  {{/html}}
149 149  
150 150  |(((
151 -**RANKING/ validation**
293 +**RANKING/ validation**
294 +
295 +
152 152  )))|(((
153 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper congratulating the PwD.
297 +//Provide a notion of the validity (e.g., empirically tested)//
298 +
299 +The ranking should indicate the validity of the patterns premise. It can help the reader to distinguish early pattern ideas from patterns confirmed in practice (Borchers, 2001b).
300 +
301 +
154 154  )))
155 155  |(((
156 156  **DESIGN PROBLEM (what)**
305 +
306 +
157 157  )))|(((
158 -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.
308 +//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
309 +
310 +The design problem describes the design problem in terms of the interaction intention. The intention of an interaction can be extracted from the user requirements. For the example of praise (the ePartner shall provide and/or facilitate situated praise) this could be to give the user a feeling of appraisal. If the requirement were about conducting small talk, the interaction intention would be something in line with making the user feel at ease with the ePartner.
311 +
312 +
159 159  )))
160 160  |(((
161 161  **CONTEXT (use when…)**
316 +
317 +
162 162  )))|(((
163 -This IDP can be used in the following contexts:
164 -* Congratulate the PwD for having taken medication
165 -* Congratulate the PwD for having eaten medication
166 -* Congratulate the PwD for doing a particular activity completely
167 -The list can be further expanded as more task usecases are added.
319 +//Provide a reference to the relevant use case(s) and a list of the contextual characteristics that are significant for the applicability of the pattern.//
320 +
321 +The context describes the characteristics of the tasks, the users, and the environment for which the pattern can be applied. This should provide the designer insight in when the design pattern can be used, and when the design pattern is less suitable
322 +
323 +The use cases already provide the situational factors (e.g., dialogue partner(s), physical and social context, interaction platform, and dialogue context) that influence the design solution (specific embodiment of the dialogue). The design pattern should only list the contextual characteristics that determine in what situation the design solution can be applied.
324 +
325 +
168 168  )))
169 169  |(((
170 170  **DESIGN SOLUTION (how)**
329 +
330 +
171 171  )))|(((
172 -This IDP is quite basic and simply pre-programmed into Pepper. Simply congratulating the PwD for finishing a certain task or activity is sufficient.
332 +//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
333 +
334 +The design solution provides a concrete description of the solution for the design problem. This encompasses the specific shape of the dialogue by describing what characteristics express the intended interaction within the given context. So what verbal and non-verbal communication should be used, what dialogue rules should be followed etc. Only the core of the solution should be described, references to other relevant patterns can be used.
335 +
336 +
173 173  )))
174 174  |(((
175 175  **DESIGN RATIONALE (why)**
340 +
341 +
176 176  )))|(((
177 -//Argumentation that resulted in the chosen design solution.//
178 -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.
343 +//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
344 +
345 +The rationale provides insight in how the design pattern works, why it works and how it is based on underlying principles and mechanisms (Van Welie et al., 2000). It provides a convincing argumentation on the effects of the chosen design solution, including trade-offs. It includes premises that may need empirical validation.
346 +
347 +
179 179  )))
349 +|(((
350 +**EXAMPLES (as seen on…)**
180 180  
352 +
353 +)))|(((
354 +//Provide an 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.//
181 181  
182 -== IDP06==
356 +The examples should show successful uses of the pattern (e.g. best practices, as seen on….). It shows how the pattern can manifest itself differently in various ‘real-life’ applications.
357 +)))
358 +|**RELATED PATTERNS**|(((
359 +//Provide the names and/or links of related patterns.//
360 +
361 +Links to any related patterns should be mentioned here. For example, a parent pattern (similar interaction intention, higher in the abstraction hierarchy), sister pattern (similar interaction intention, same abstraction level) and/or other relating patterns (different interaction intention, but in another way related to context and/or product characteristics of the design solution).
362 +)))
363 +
364 +== IDP006==
183 183  {{html}}
184 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp6.jpg?rev=1.1" alt="IDP06s" width="350"/>
366 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp6.jpg?rev=1.1" alt="IDP006" width="500"/>
185 185  {{/html}}
186 186  
187 187  |(((
188 188  **RANKING/ validation**
371 +
372 +
189 189  )))|(((
190 -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.
374 +//Provide a notion of the validity (e.g., empirically tested)//
375 +
376 +The ranking should indicate the validity of the patterns premise. It can help the reader to distinguish early pattern ideas from patterns confirmed in practice (Borchers, 2001b).
377 +
378 +
191 191  )))
192 192  |(((
193 193  **DESIGN PROBLEM (what)**
382 +
383 +
194 194  )))|(((
195 -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.
385 +//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
386 +
387 +The design problem describes the design problem in terms of the interaction intention. The intention of an interaction can be extracted from the user requirements. For the example of praise (the ePartner shall provide and/or facilitate situated praise) this could be to give the user a feeling of appraisal. If the requirement were about conducting small talk, the interaction intention would be something in line with making the user feel at ease with the ePartner.
388 +
389 +
196 196  )))
197 197  |(((
198 198  **CONTEXT (use when…)**
393 +
394 +
199 199  )))|(((
200 -This IDP can be used in the following contexts:
201 -* PwD wants to perform a new activity
202 -* Pepper is not yet personalized to the particular PwD
396 +//Provide a reference to the relevant use case(s) and a list of the contextual characteristics that are significant for the applicability of the pattern.//
397 +
398 +The context describes the characteristics of the tasks, the users, and the environment for which the pattern can be applied. This should provide the designer insight in when the design pattern can be used, and when the design pattern is less suitable
399 +
400 +The use cases already provide the situational factors (e.g., dialogue partner(s), physical and social context, interaction platform, and dialogue context) that influence the design solution (specific embodiment of the dialogue). The design pattern should only list the contextual characteristics that determine in what situation the design solution can be applied.
401 +
402 +
203 203  )))
204 204  |(((
205 205  **DESIGN SOLUTION (how)**
406 +
407 +
206 206  )))|(((
207 -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.
409 +//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
410 +
411 +The design solution provides a concrete description of the solution for the design problem. This encompasses the specific shape of the dialogue by describing what characteristics express the intended interaction within the given context. So what verbal and non-verbal communication should be used, what dialogue rules should be followed etc. Only the core of the solution should be described, references to other relevant patterns can be used.
412 +
413 +
208 208  )))
209 209  |(((
210 210  **DESIGN RATIONALE (why)**
417 +
418 +
211 211  )))|(((
212 -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.
420 +//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
421 +
422 +The rationale provides insight in how the design pattern works, why it works and how it is based on underlying principles and mechanisms (Van Welie et al., 2000). It provides a convincing argumentation on the effects of the chosen design solution, including trade-offs. It includes premises that may need empirical validation.
423 +
424 +
213 213  )))
426 +|(((
427 +**EXAMPLES (as seen on…)**
214 214  
429 +
430 +)))|(((
431 +//Provide an 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.//
215 215  
216 -== IDP07==
433 +The examples should show successful uses of the pattern (e.g. best practices, as seen on….). It shows how the pattern can manifest itself differently in various ‘real-life’ applications.
434 +)))
435 +|**RELATED PATTERNS**|(((
436 +//Provide the names and/or links of related patterns.//
437 +
438 +Links to any related patterns should be mentioned here. For example, a parent pattern (similar interaction intention, higher in the abstraction hierarchy), sister pattern (similar interaction intention, same abstraction level) and/or other relating patterns (different interaction intention, but in another way related to context and/or product characteristics of the design solution).
439 +)))
440 +
441 +== IDP007==
217 217  {{html}}
218 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp7.jpg?rev=1.1" alt="IDP07" width="350"/>
443 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp7.jpg?rev=1.1" alt="IDP007" width="350"/>
219 219  {{/html}}
220 220  
221 221  |(((
222 222  **RANKING/ validation**
448 +
449 +
223 223  )))|(((
224 -This can be empirically tested as the PwD, and other evaluators around, can hear Pepper saying a step to the PwD.
451 +//Provide a notion of the validity (e.g., empirically tested)//
452 +
453 +The ranking should indicate the validity of the patterns premise. It can help the reader to distinguish early pattern ideas from patterns confirmed in practice (Borchers, 2001b).
454 +
455 +
225 225  )))
226 226  |(((
227 227  **DESIGN PROBLEM (what)**
459 +
460 +
228 228  )))|(((
229 -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.
462 +//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
463 +
464 +The design problem describes the design problem in terms of the interaction intention. The intention of an interaction can be extracted from the user requirements. For the example of praise (the ePartner shall provide and/or facilitate situated praise) this could be to give the user a feeling of appraisal. If the requirement were about conducting small talk, the interaction intention would be something in line with making the user feel at ease with the ePartner.
465 +
466 +
230 230  )))
231 231  |(((
232 232  **CONTEXT (use when…)**
470 +
471 +
233 233  )))|(((
234 -This IDP can be used in the following contexts:
235 -* PwD needs the next step for a gardening activity
236 -* PwD needs the next step for making a paper plane
473 +//Provide a reference to the relevant use case(s) and a list of the contextual characteristics that are significant for the applicability of the pattern.//
474 +
475 +The context describes the characteristics of the tasks, the users, and the environment for which the pattern can be applied. This should provide the designer insight in when the design pattern can be used, and when the design pattern is less suitable
476 +
477 +The use cases already provide the situational factors (e.g., dialogue partner(s), physical and social context, interaction platform, and dialogue context) that influence the design solution (specific embodiment of the dialogue). The design pattern should only list the contextual characteristics that determine in what situation the design solution can be applied.
478 +
479 +
237 237  )))
238 238  |(((
239 239  **DESIGN SOLUTION (how)**
483 +
484 +
240 240  )))|(((
241 -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.
486 +//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
487 +
488 +The design solution provides a concrete description of the solution for the design problem. This encompasses the specific shape of the dialogue by describing what characteristics express the intended interaction within the given context. So what verbal and non-verbal communication should be used, what dialogue rules should be followed etc. Only the core of the solution should be described, references to other relevant patterns can be used.
489 +
490 +
242 242  )))
243 243  |(((
244 244  **DESIGN RATIONALE (why)**
494 +
495 +
245 245  )))|(((
246 -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.
497 +//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
498 +
499 +The rationale provides insight in how the design pattern works, why it works and how it is based on underlying principles and mechanisms (Van Welie et al., 2000). It provides a convincing argumentation on the effects of the chosen design solution, including trade-offs. It includes premises that may need empirical validation.
500 +
501 +
247 247  )))
503 +|(((
504 +**EXAMPLES (as seen on…)**
248 248  
506 +
507 +)))|(((
508 +//Provide an 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.//
249 249  
250 -[1] Baird, A., & Samson, S. (2015). Music and dementia. Progress in brain research, 217, 207-235. https://www.cochranelibrary.com/cdsr/doi/10.1002/14651858.CD003477.pub2/abstract.
251 -[2] McDermott, O., Orrell, M., & Ridder, H. M. (2014). The importance of music for people with dementia: the perspectives of people with dementia, family carers, staff and music therapists. Aging & mental health, 18(6), 706-716. https://www.tandfonline.com/doi/full/10.1080/13607863.2013.875124
510 +The examples should show successful uses of the pattern (e.g. best practices, as seen on….). It shows how the pattern can manifest itself differently in various ‘real-life’ applications.
511 +)))
512 +|**RELATED PATTERNS**|(((
513 +//Provide the names and/or links of related patterns.//
514 +
515 +Links to any related patterns should be mentioned here. For example, a parent pattern (similar interaction intention, higher in the abstraction hierarchy), sister pattern (similar interaction intention, same abstraction level) and/or other relating patterns (different interaction intention, but in another way related to context and/or product characteristics of the design solution).
516 +)))
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