Changes for page Team Design Patterns
Last modified by Mathieu Jung-Muller on 2022/04/04 13:54
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on 2022/03/30 18:10
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... ... @@ -1,14 +1,34 @@ 1 -===Definition of Design Pattern symbols=== 1 +===Graphical Language Definition=== 2 + 3 + 4 + 5 +In order to define our design pattern we needed to work from a graphical language baseline. Our graphical language definition is coming from J van Diggelen and M Johnson work [1]. 6 + 2 2 {{html}} 3 -<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/ TDP_generalreminder.jpg?rev=1.1" alt="Design Pattern Calendar" width="1000"/>8 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/directdp.png?rev=1.1" alt="Design Pattern Calendar" width="700"/> 4 4 {{/html}} 5 5 6 - In ordertodefineourdesignpatternwe neededto workfromabaseline ofsymbols.Our definition ofsymbolsare comingfromJvanDiggelenandMJohnsonwork[1].11 +The language model of van Diggelen et al. emphasises two important aspect of work, wether it is tangible or intangible work and how much it is related to the team goal. Below are the definition of both these concepts as they are explained in their paper [1]. 7 7 13 +Physical and Cognitive work: 14 +* //Physical work// is any type of work that relates to manipulating tangible objects in the world. 15 +* //Cognitive work// is any type work that consists of mental or information processing activities. 8 8 17 +Direct, Indirect and Off-task work: 18 +* //Direct work// is any type of work that aims at reducing the distance to the team goal. 19 +* //Indirect work// is any type of work that aims at making the team more effective or efficient at achieving the team goal, but does not move the team closer to its goal. 20 +* //Off-task work// is any type of work that is unrelated to achieving the team goal and does not have the intention of improving team effectiveness. 21 +{{html}} 9 9 23 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/scalabledp.png?rev=1.1" alt="Design Pattern Calendar" width="700"/> 24 +{{/html}} 10 10 26 + 27 + 11 11 ===General Reminder Design Pattern=== 29 +{{html}} 30 +<img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/TDP_generalreminder.jpg?rev=1.1" alt="Design Pattern Calendar" width="1000"/> 31 +{{/html}} 12 12 **Overview** 13 13 The general reminder design pattern depicts the flow of interactions between Pepper and the PwD in reminder related usecases. This TDP contains the overarching generalizations of the medication, nutrition and calendar event reminders as mentioned in the use cases (UC01, UC02, UC03). Below we describe this TDP in further detail. 14 14 | ... ... @@ -48,5 +48,6 @@ 48 48 <img src="https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group04/download/Main/WebHome/TDP_generalactivity.jpg?rev=1.1" alt="Design Pattern Calendar" width="1000"/> 49 49 {{/html}} 50 50 71 +[1]: van Diggelen, J., & Johnson, M. (2019, September). Team design patterns. In Proceedings of the 7th International Conference on Human-Agent Interaction (pp. 118-126). 51 51 52 52