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

From version Icon 4.1 Icon
edited by Sneha Lodha
on 2022/03/23 20:20
Change comment: There is no comment for this version
To version Icon 6.1 Icon
edited by Sneha Lodha
on 2022/03/23 22:19
Change comment: There is no comment for this version

Summary

Details

Icon Page properties
Content
... ... @@ -1,8 +1,8 @@
1 1  (% style="background-color:#ffffff; font-size:14px" %)
2 2  
3 -== IDP001==
3 +== IDP01==
4 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"/>
5 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp1.jpg?rev=1.1" alt="IDP01" width="350"/>
6 6  {{/html}}
7 7  
8 8  |(((
... ... @@ -10,8 +10,8 @@
10 10  
11 11  )))|(((
12 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.
13 13  
14 -TBD
15 15  )))
16 16  |(((
17 17  **DESIGN PROBLEM (what)**
... ... @@ -27,7 +27,7 @@
27 27  
28 28  
29 29  )))|(((
30 -//References to a list of the contextual characteristics that are significant for the applicability of the pattern.//
30 +//Contextual characteristics that are significant for the applicability of the pattern.//
31 31  This IDP can be used in the following contexts:
32 32  * Alert the PwD before an interaction takes place
33 33  * Wake up reminder for PwD
... ... @@ -39,7 +39,7 @@
39 39  
40 40  
41 41  )))|(((
42 -//Description of the essential characteristics of the solution that express the interaction intention.//
42 +//Essential characteristics of the design solution that express the interaction intention.//
43 43  
44 44  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.
45 45  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.
... ... @@ -64,9 +64,9 @@
64 64  )))
65 65  
66 66  
67 -== IDP002==
67 +== IDP02==
68 68  {{html}}
69 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp2.jpg?rev=1.1" alt="IDP002" width="350"/>
69 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp2.jpg?rev=1.1" alt="IDP02" width="350"/>
70 70  {{/html}}
71 71  
72 72  |(((
... ... @@ -75,8 +75,8 @@
75 75  
76 76  )))|(((
77 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.
78 78  
79 -TBD
80 80  )))
81 81  |(((
82 82  **DESIGN PROBLEM (what)**
... ... @@ -104,7 +104,7 @@
104 104  
105 105  
106 106  )))|(((
107 -//Description of the essential characteristics of the solution that express the interaction intention.//
107 +//Essential characteristics of the design solution that express the interaction intention.//
108 108  
109 109  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.
110 110  
... ... @@ -114,7 +114,7 @@
114 114  
115 115  
116 116  )))|(((
117 -//Trade-offs and the argumentation that resulted in the chosen design solution.//
117 +//Argumentation that resulted in the chosen design solution.//
118 118  
119 119  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.
120 120  
... ... @@ -130,9 +130,9 @@
130 130  )))
131 131  
132 132  
133 -== IDP003==
133 +== IDP03==
134 134  {{html}}
135 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp3.jpg?rev=1.1" alt="IDP003" width="350"/>
135 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp3.jpg?rev=1.1" alt="IDP03" width="350"/>
136 136  {{/html}}
137 137  
138 138  |(((
... ... @@ -140,11 +140,9 @@
140 140  
141 141  
142 142  )))|(((
143 -//Provide a notion of the validity (e.g., empirically tested)//
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.
144 144  
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 -
148 148  )))
149 149  |(((
150 150  **DESIGN PROBLEM (what)**
... ... @@ -151,11 +151,9 @@
151 151  
152 152  
153 153  )))|(((
154 -//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
152 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
155 155  
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 -
154 +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.
159 159  )))
160 160  |(((
161 161  **CONTEXT (use when…)**
... ... @@ -162,13 +162,12 @@
162 162  
163 163  
164 164  )))|(((
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.//
161 +//Contextual characteristics that are significant for the applicability of the pattern.//
166 166  
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 -
163 +This IDP can be used in the following contexts:
164 +* Reminding the PwD to take medication if they have not done so already
165 +* Reminding the PwD to eat food if they have not done so already
166 +The list can be further expanded as more crucial task usecases are added.
172 172  )))
173 173  |(((
174 174  **DESIGN SOLUTION (how)**
... ... @@ -175,11 +175,9 @@
175 175  
176 176  
177 177  )))|(((
178 -//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
173 +//Essential characteristics of the design solution that express the interaction intention.//
179 179  
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 -
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.
183 183  )))
184 184  |(((
185 185  **DESIGN RATIONALE (why)**
... ... @@ -186,30 +186,23 @@
186 186  
187 187  
188 188  )))|(((
189 -//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
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.
190 190  
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 -
194 194  )))
195 195  |(((
196 196  **EXAMPLES (as seen on…)**
197 197  
198 -
199 199  )))|(((
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.//
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.//
201 201  
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.
192 +TBD (should we include or not?)
203 203  )))
204 -|**RELATED PATTERNS**|(((
205 -//Provide the names and/or links of related patterns.//
206 206  
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 -)))
209 209  
210 -== IDP004==
196 +== IDP04==
211 211  {{html}}
212 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp4.jpg?rev=1.1" alt="IDP004" width="350"/>
198 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp4.jpg?rev=1.1" alt="IDP04" width="350"/>
213 213  {{/html}}
214 214  
215 215  |(((
... ... @@ -217,11 +217,9 @@
217 217  
218 218  
219 219  )))|(((
220 -//Provide a notion of the validity (e.g., empirically tested)//
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.
221 221  
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 -
225 225  )))
226 226  |(((
227 227  **DESIGN PROBLEM (what)**
... ... @@ -228,101 +228,22 @@
228 228  
229 229  
230 230  )))|(((
231 -//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
215 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
232 232  
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 -
217 +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.
236 236  )))
237 237  |(((
238 -**CONTEXT (use when…)**
239 239  
240 -
241 -)))|(((
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 -
249 -)))
250 -|(((
251 -**DESIGN SOLUTION (how)**
252 -
253 -
254 -)))|(((
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 -
260 -)))
261 -|(((
262 -**DESIGN RATIONALE (why)**
263 -
264 -
265 -)))|(((
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 -
271 -)))
272 -|(((
273 -**EXAMPLES (as seen on…)**
274 -
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.//
278 -
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==
288 -{{html}}
289 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp5.jpg?rev=1.1" alt="IDP005" width="350"/>
290 -{{/html}}
291 -
292 -|(((
293 -**RANKING/ validation**
294 -
295 -
296 -)))|(((
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 -
302 -)))
303 -|(((
304 -**DESIGN PROBLEM (what)**
305 -
306 -
307 -)))|(((
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 -
313 -)))
314 -|(((
315 315  **CONTEXT (use when…)**
316 -
317 317  
318 318  )))|(((
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.//
224 +//Contextual characteristics that are significant for the applicability of the pattern.//
320 320  
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 -
226 +This IDP can be used in the following contexts:
227 +* Asking for confirmation of having taken medication
228 +* Asking for confirmation of having eaten a meal
229 +* Asking for confirmation of having done an activity step
230 +The list can be further expanded as more crucial task usecases are added.
326 326  )))
327 327  |(((
328 328  **DESIGN SOLUTION (how)**
... ... @@ -329,11 +329,9 @@
329 329  
330 330  
331 331  )))|(((
332 -//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
237 +//Essential characteristics of the design solution that express the interaction intention.//
333 333  
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 -
239 +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.
337 337  )))
338 338  |(((
339 339  **DESIGN RATIONALE (why)**
... ... @@ -340,30 +340,24 @@
340 340  
341 341  
342 342  )))|(((
343 -//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
246 +//Argumentation that resulted in the chosen design solution.//
344 344  
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.
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.
346 346  
347 -
348 348  )))
349 349  |(((
350 350  **EXAMPLES (as seen on…)**
351 351  
352 -
353 353  )))|(((
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.//
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.//
355 355  
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.
257 +TBD (should we include or not?)
357 357  )))
358 -|**RELATED PATTERNS**|(((
359 -//Provide the names and/or links of related patterns.//
360 360  
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 -)))
363 363  
364 -== IDP006==
261 +== IDP05==
365 365  {{html}}
366 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp6.jpg?rev=1.1" alt="IDP006" width="350"/>
263 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp5.jpg?rev=1.1" alt="IDP05" width="350"/>
367 367  {{/html}}
368 368  
369 369  |(((
... ... @@ -371,11 +371,9 @@
371 371  
372 372  
373 373  )))|(((
374 -//Provide a notion of the validity (e.g., empirically tested)//
271 +//Notion of the validity (e.g., empirically tested)//
272 +This can be empirically tested as the PwD, and other evaluators around can hear Pepper asking the PwD for confirmation.
375 375  
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 -
379 379  )))
380 380  |(((
381 381  **DESIGN PROBLEM (what)**
... ... @@ -382,24 +382,22 @@
382 382  
383 383  
384 384  )))|(((
385 -//Provide a concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
280 +//Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
386 386  
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 -
282 +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.
390 390  )))
391 391  |(((
392 -**CONTEXT (use when…)**
393 393  
286 +**CONTEXT (use when…)**
394 394  
395 395  )))|(((
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.//
289 +//Contextual characteristics that are significant for the applicability of the pattern.//
397 397  
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 -
291 +This IDP can be used in the following contexts:
292 +* Asking for confirmation of having taken medication
293 +* Asking for confirmation of having eaten a meal
294 +* Asking for confirmation of having done an activity step
295 +The list can be further expanded as more crucial task usecases are added.
403 403  )))
404 404  |(((
405 405  **DESIGN SOLUTION (how)**
... ... @@ -406,11 +406,9 @@
406 406  
407 407  
408 408  )))|(((
409 -//Provide a description of the essential characteristics of the design solution that express the interaction intention.//
302 +//Essential characteristics of the design solution that express the interaction intention.//
410 410  
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 -
304 +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.
414 414  )))
415 415  |(((
416 416  **DESIGN RATIONALE (why)**
... ... @@ -417,100 +417,19 @@
417 417  
418 418  
419 419  )))|(((
420 -//Provide the considered trade-offs and the argumentation that resulted in the chosen design solution.//
311 +//Argumentation that resulted in the chosen design solution.//
421 421  
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.
313 +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.
423 423  
424 -
425 425  )))
426 426  |(((
427 427  **EXAMPLES (as seen on…)**
428 428  
429 -
430 430  )))|(((
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.//
320 +//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.//
432 432  
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.
322 +TBD (should we include or not?)
434 434  )))
435 -|**RELATED PATTERNS**|(((
436 -//Provide the names and/or links of related patterns.//
437 437  
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 -)))
440 440  
441 -== IDP007==
442 -{{html}}
443 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp7.jpg?rev=1.1" alt="IDP007" width="350"/>
444 -{{/html}}
445 445  
446 -|(((
447 -**RANKING/ validation**
448 -
449 -
450 -)))|(((
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 -
456 -)))
457 -|(((
458 -**DESIGN PROBLEM (what)**
459 -
460 -
461 -)))|(((
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 -
467 -)))
468 -|(((
469 -**CONTEXT (use when…)**
470 -
471 -
472 -)))|(((
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 -
480 -)))
481 -|(((
482 -**DESIGN SOLUTION (how)**
483 -
484 -
485 -)))|(((
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 -
491 -)))
492 -|(((
493 -**DESIGN RATIONALE (why)**
494 -
495 -
496 -)))|(((
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 -
502 -)))
503 -|(((
504 -**EXAMPLES (as seen on…)**
505 -
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.//
509 -
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 -)))