Wiki source code of Interaction Design Patterns

Version 4.1 by Sneha Lodha on 2022/03/23 20:20

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1 (% style="background-color:#ffffff; font-size:14px" %)
2
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}}
7
8 |(((
9 **RANKING/ validation**
10
11 )))|(((
12 //Notion of the validity (e.g., empirically tested)//
13
14 TBD
15 )))
16 |(((
17 **DESIGN PROBLEM (what)**
18
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…)**
27
28
29 )))|(((
30 //References to a list of the contextual characteristics that are significant for the applicability of the pattern.//
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 )))|(((
42 //Description of the essential characteristics of the solution that express the interaction intention.//
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)**
49
50
51 )))|(((
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.
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
67 == IDP002==
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"/>
70 {{/html}}
71
72 |(((
73 **RANKING/ validation**
74
75
76 )))|(((
77 //Notion of the validity (e.g., empirically tested)//
78
79 TBD
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 )))|(((
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
111 )))
112 |(((
113 **DESIGN RATIONALE (why)**
114
115
116 )))|(((
117 //Trade-offs and the argumentation that resulted in the chosen design solution.//
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.
120
121 )))
122 |(((
123 **EXAMPLES (as seen on…)**
124
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
133 == IDP003==
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"/>
136 {{/html}}
137
138 |(((
139 **RANKING/ validation**
140
141
142 )))|(((
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
148 )))
149 |(((
150 **DESIGN PROBLEM (what)**
151
152
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).//
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
159 )))
160 |(((
161 **CONTEXT (use when…)**
162
163
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.//
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
172 )))
173 |(((
174 **DESIGN SOLUTION (how)**
175
176
177 )))|(((
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
183 )))
184 |(((
185 **DESIGN RATIONALE (why)**
186
187
188 )))|(((
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
194 )))
195 |(((
196 **EXAMPLES (as seen on…)**
197
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.//
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.
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==
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"/>
213 {{/html}}
214
215 |(((
216 **RANKING/ validation**
217
218
219 )))|(((
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
225 )))
226 |(((
227 **DESIGN PROBLEM (what)**
228
229
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).//
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
236 )))
237 |(((
238 **CONTEXT (use when…)**
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 **CONTEXT (use when…)**
316
317
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.//
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
326 )))
327 |(((
328 **DESIGN SOLUTION (how)**
329
330
331 )))|(((
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
337 )))
338 |(((
339 **DESIGN RATIONALE (why)**
340
341
342 )))|(((
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
348 )))
349 |(((
350 **EXAMPLES (as seen on…)**
351
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.//
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.
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==
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"/>
367 {{/html}}
368
369 |(((
370 **RANKING/ validation**
371
372
373 )))|(((
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
379 )))
380 |(((
381 **DESIGN PROBLEM (what)**
382
383
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).//
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
390 )))
391 |(((
392 **CONTEXT (use when…)**
393
394
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.//
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
403 )))
404 |(((
405 **DESIGN SOLUTION (how)**
406
407
408 )))|(((
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
414 )))
415 |(((
416 **DESIGN RATIONALE (why)**
417
418
419 )))|(((
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
425 )))
426 |(((
427 **EXAMPLES (as seen on…)**
428
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.//
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.
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==
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
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 )))