Wiki source code of Interaction Design Patterns

Version 11.1 by Mathieu Jung-Muller on 2022/03/30 00:28

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Bart Vastenhouw 2.1 1 (% style="background-color:#ffffff; font-size:14px" %)
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Sneha Lodha 6.1 3 == IDP01==
Bart Vastenhouw 2.1 4 {{html}}
Sneha Lodha 6.1 5 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp1.jpg?rev=1.1" alt="IDP01" width="350"/>
Bart Vastenhouw 2.1 6 {{/html}}
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8 |(((
9 **RANKING/ validation**
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11 )))|(((
12 //Notion of the validity (e.g., empirically tested)//
Mathieu Jung-Muller 10.1 13 When Pepper is playing music this can clearly be heard by the PwD, and other evaluators around so this IDP is empirically testable.
Bart Vastenhouw 2.1 14
15 )))
16 |(((
17 **DESIGN PROBLEM (what)**
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19
20 )))|(((
21 //Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
22
23 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.
24 )))
25 |(((
26 **CONTEXT (use when…)**
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28
29 )))|(((
Sneha Lodha 5.1 30 //Contextual characteristics that are significant for the applicability of the pattern.//
Bart Vastenhouw 2.1 31 This IDP can be used in the following contexts:
32 * Alert the PwD before an interaction takes place
33 * Wake up reminder for PwD
34 * Entertainment for PwD
35 * Useful for associating certain activities to certain musical sounds
36 )))
37 |(((
38 **DESIGN SOLUTION (how)**
39
40
41 )))|(((
Sneha Lodha 5.1 42 //Essential characteristics of the design solution that express the interaction intention.//
Bart Vastenhouw 2.1 43
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 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.
46 )))
47 |(((
48 **DESIGN RATIONALE (why)**
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50
51 )))|(((
52 //Argumentation that resulted in the chosen design solution.//
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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.
55 )))
56 |(((
57 **EXAMPLES (as seen on…)**
58
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.//
62
63 TBD (should we include or not?)
64 )))
65
66
Sneha Lodha 6.1 67 == IDP02==
Bart Vastenhouw 2.1 68 {{html}}
Sneha Lodha 6.1 69 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp2.jpg?rev=1.1" alt="IDP02" width="350"/>
Bart Vastenhouw 2.1 70 {{/html}}
71
72 |(((
73 **RANKING/ validation**
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76 )))|(((
77 //Notion of the validity (e.g., empirically tested)//
Sneha Lodha 5.1 78 This can be empirically tested as the PwD, and other evaluators around can hear Pepper asking this question.
Bart Vastenhouw 2.1 79
80 )))
81 |(((
82 **DESIGN PROBLEM (what)**
83
84
85 )))|(((
86 //Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
87
88 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.
89 )))
90 |(((
91 **CONTEXT (use when…)**
92
93
94 )))|(((
95 //Contextual characteristics that are significant for the applicability of the pattern.//
96
97 This IDP can be used in the following contexts:
98 * Understanding whether the PwD has taken medication before reminding them
99 * Understanding whether the PwD has eaten a meal before reminding them
100 The list can be further expanded as more crucial task usecases are added.
101 )))
102 |(((
103 **DESIGN SOLUTION (how)**
104
105
106 )))|(((
Sneha Lodha 5.1 107 //Essential characteristics of the design solution that express the interaction intention.//
Bart Vastenhouw 2.1 108
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
111 )))
112 |(((
113 **DESIGN RATIONALE (why)**
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116 )))|(((
Sneha Lodha 5.1 117 //Argumentation that resulted in the chosen design solution.//
Bart Vastenhouw 2.1 118
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.
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121 )))
122 |(((
123 **EXAMPLES (as seen on…)**
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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.//
128
129 TBD (should we include or not?)
130 )))
131
132
Sneha Lodha 6.1 133 == IDP03==
Bart Vastenhouw 2.1 134 {{html}}
Sneha Lodha 6.1 135 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp3.jpg?rev=1.1" alt="IDP03" width="350"/>
Bart Vastenhouw 2.1 136 {{/html}}
137
138 |(((
139 **RANKING/ validation**
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142 )))|(((
Sneha Lodha 5.1 143 //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.
Bart Vastenhouw 2.1 145
146 )))
147 |(((
148 **DESIGN PROBLEM (what)**
149
150
151 )))|(((
Sneha Lodha 5.1 152 //Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
Bart Vastenhouw 2.1 153
Sneha Lodha 5.1 154 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.
Bart Vastenhouw 2.1 155 )))
156 |(((
157 **CONTEXT (use when…)**
158
159
160 )))|(((
Sneha Lodha 5.1 161 //Contextual characteristics that are significant for the applicability of the pattern.//
Bart Vastenhouw 2.1 162
Sneha Lodha 5.1 163 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.
Bart Vastenhouw 2.1 167 )))
168 |(((
169 **DESIGN SOLUTION (how)**
170
171
172 )))|(((
Sneha Lodha 5.1 173 //Essential characteristics of the design solution that express the interaction intention.//
Bart Vastenhouw 2.1 174
Mathieu Jung-Muller 11.1 175 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 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.
Bart Vastenhouw 2.1 176 )))
177 |(((
178 **DESIGN RATIONALE (why)**
179
180
181 )))|(((
Sneha Lodha 5.1 182 //Argumentation that resulted in the chosen design solution.//
Mathieu Jung-Muller 11.1 183 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 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.
Bart Vastenhouw 2.1 184
185 )))
186 |(((
187 **EXAMPLES (as seen on…)**
188
189 )))|(((
Sneha Lodha 5.1 190 //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.//
Bart Vastenhouw 2.1 191
Sneha Lodha 5.1 192 TBD (should we include or not?)
Bart Vastenhouw 2.1 193 )))
194
195
Sneha Lodha 6.1 196 == IDP04==
Bart Vastenhouw 2.1 197 {{html}}
Sneha Lodha 6.1 198 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp4.jpg?rev=1.1" alt="IDP04" width="350"/>
Bart Vastenhouw 2.1 199 {{/html}}
200
201 |(((
202 **RANKING/ validation**
203
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205 )))|(((
Sneha Lodha 5.1 206 //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.
Bart Vastenhouw 2.1 208
209 )))
210 |(((
211 **DESIGN PROBLEM (what)**
212
213
214 )))|(((
Sneha Lodha 5.1 215 //Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
Bart Vastenhouw 2.1 216
Sneha Lodha 5.1 217 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.
Bart Vastenhouw 2.1 218 )))
219 |(((
220
221 **CONTEXT (use when…)**
222
223 )))|(((
Sneha Lodha 5.1 224 //Contextual characteristics that are significant for the applicability of the pattern.//
Bart Vastenhouw 2.1 225
Sneha Lodha 5.1 226 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.
Bart Vastenhouw 2.1 231 )))
232 |(((
233 **DESIGN SOLUTION (how)**
234
235
236 )))|(((
Sneha Lodha 5.1 237 //Essential characteristics of the design solution that express the interaction intention.//
Bart Vastenhouw 2.1 238
Sneha Lodha 5.1 239 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.
Bart Vastenhouw 2.1 240 )))
241 |(((
242 **DESIGN RATIONALE (why)**
243
244
245 )))|(((
Sneha Lodha 5.1 246 //Argumentation that resulted in the chosen design solution.//
Bart Vastenhouw 2.1 247
Sneha Lodha 5.1 248 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.
Bart Vastenhouw 2.1 249
250 )))
251 |(((
252 **EXAMPLES (as seen on…)**
253
254 )))|(((
Sneha Lodha 5.1 255 //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.//
Bart Vastenhouw 2.1 256
Sneha Lodha 5.1 257 TBD (should we include or not?)
Bart Vastenhouw 2.1 258 )))
259
260
Sneha Lodha 6.1 261 == IDP05==
262 {{html}}
263 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp5.jpg?rev=1.1" alt="IDP05" width="350"/>
264 {{/html}}
265
266 |(((
267 **RANKING/ validation**
268
269
270 )))|(((
271 //Notion of the validity (e.g., empirically tested)//
Sneha Lodha 8.1 272 This can be empirically tested as the PwD, and other evaluators around can hear Pepper congratulating the PwD.
Sneha Lodha 6.1 273 )))
274 |(((
275 **DESIGN PROBLEM (what)**
276
277
278 )))|(((
279 //Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
280
Sneha Lodha 8.1 281 This design pattern is used to verbally congratulate the PwD, and make the feel about about a task that they just accomplished. This is to lift the spirits of the PwD and make the enjoy and want to do certain tasks.
Sneha Lodha 6.1 282 )))
283 |(((
284
285 **CONTEXT (use when…)**
286
287 )))|(((
288 //Contextual characteristics that are significant for the applicability of the pattern.//
289
290 This IDP can be used in the following contexts:
Sneha Lodha 8.1 291 * Congratulate the PwD for having taken medication
292 * Congratulate the PwD for having eaten medication
293 * Congratulate the PwD for doing a particular activity completely
294 The list can be further expanded as more task usecases are added.
Sneha Lodha 6.1 295 )))
296 |(((
297 **DESIGN SOLUTION (how)**
298
299
300 )))|(((
301 //Essential characteristics of the design solution that express the interaction intention.//
302
Sneha Lodha 8.1 303 This IDP is quite basic and simply pre-programmed into Pepper. Simply congratulating the PwD for finishing a certain task or activity is sufficient.
Sneha Lodha 6.1 304 )))
305 |(((
306 **DESIGN RATIONALE (why)**
307
308
309 )))|(((
310 //Argumentation that resulted in the chosen design solution.//
Sneha Lodha 8.1 311 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.
Sneha Lodha 6.1 312
Sneha Lodha 8.1 313 )))
314 |(((
315 **EXAMPLES (as seen on…)**
Sneha Lodha 6.1 316
Sneha Lodha 8.1 317 )))|(((
318 //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.//
319
320 TBD (should we include or not?)
Sneha Lodha 6.1 321 )))
Sneha Lodha 8.1 322
323
324 == IDP06==
325 {{html}}
326 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp6.jpg?rev=1.1" alt="IDP06s" width="350"/>
327 {{/html}}
328
Sneha Lodha 6.1 329 |(((
Sneha Lodha 8.1 330 **RANKING/ validation**
331
332
333 )))|(((
334 //Notion of the validity (e.g., empirically tested)//
335 This can be tested by performing some other IDPs, which refer to utilizing the breakdown of a particular activity. Since this some programmed into Pepper, it is not empirically testable.
336 )))
337 |(((
338 **DESIGN PROBLEM (what)**
339
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341 )))|(((
342 //Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
343
344 This design pattern is used by the HPC inorder to enter some activities into Pepper, that that the PwD might personally enjoy. This is so that Pepper's system contains the breakdown to certain desired activities.
345 )))
346 |(((
347
348 **CONTEXT (use when…)**
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350 )))|(((
351 //Contextual characteristics that are significant for the applicability of the pattern.//
352
353 This IDP can be used in the following contexts:
354 * PwD wants to perform a new activity
355 * Pepper is not yet personalized to the particular PwD
356 )))
357 |(((
358 **DESIGN SOLUTION (how)**
359
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361 )))|(((
362 //Essential characteristics of the design solution that express the interaction intention.//
363
364 Here in order to easy configuration of Pepper, we will utilize the tablet feature where the HPC can enter activity steps. This is so that the caregiver also has some autonomy over Pepper rather than just the developers. The interface designed is easy to use as, HCPs are not required to have very high technical knowledge.
365 )))
366 |(((
367 **DESIGN RATIONALE (why)**
368
369
370 )))|(((
371 //Argumentation that resulted in the chosen design solution.//
372 We allow the HPC to provide steps has they are they 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 having some arbitrary step up of steps from the internet.
373
374 )))
375 |(((
Sneha Lodha 6.1 376 **EXAMPLES (as seen on…)**
377
378 )))|(((
379 //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.//
380
381 TBD (should we include or not?)
382 )))
383
384
Sneha Lodha 9.1 385 == IDP07==
386 {{html}}
387 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/idp7.jpg?rev=1.1" alt="IDP07" width="350"/>
388 {{/html}}
389
390 |(((
391 **RANKING/ validation**
392
393
394 )))|(((
395 //Notion of the validity (e.g., empirically tested)//
396 This can be empirically tested as the PwD, and other evaluators around can hear Pepper saying a step to the PwD.
397
398 )))
399 |(((
400 **DESIGN PROBLEM (what)**
401
402
403 )))|(((
404 //Concise description of the intended interaction (effect on the user and/or user interaction with the system and/or other parties).//
405
406 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.
407 )))
408 |(((
409
410 **CONTEXT (use when…)**
411
412 )))|(((
413 //Contextual characteristics that are significant for the applicability of the pattern.//
414
415 This IDP can be used in the following contexts:
416 * PwD needs the next step for a gardening activity
417 * PwD needs the next step for making a paper plane
418 )))
419 |(((
420 **DESIGN SOLUTION (how)**
421
422
423 )))|(((
424 //Essential characteristics of the design solution that express the interaction intention.//
425 Here already having the activity broken down into certain steps is very crucial. Also Pepper needs to stay these steps verbally so the user can hear and act appropriately.
426 )))
427 |(((
428 **DESIGN RATIONALE (why)**
429
430
431 )))|(((
432 //Argumentation that resulted in the chosen design solution.//
433 A verbal step here works better than a simply following steps from a website, as would happen commonly these days. Also we believe that having Pepper's 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 in they want to take part in an activity they enjoy.
434 )))
435 |(((
436 **EXAMPLES (as seen on…)**
437
438 )))|(((
439 //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.//
440
441 TBD (should we include or not?)
442 )))
443
444