Design Patterns and Ontology

Last modified by Clara Stiller on 2022/02/23 10:33

Before starting with the Design Patterns you should figure out for whom you are designing the technology for:

Personas

  • First Step is to create Personas to get a feel about who the audience is
  • Persona is an individual character, try to make the person "come alive" by adding detailed descriptions
  • Profile of a Persona should include:
     ○ General information like gender, age, living situation, job/education, hobbies, former life
     ○ Personal goals
     ○ Stereotypes of the person group, but also untypical characteristics "go beyond stereotypes"
  • You should provide one persona for each Stakeholder, sometimes more than one per Stakeholder can be helpful when the character differs a lot per person

Storyboard

  • Create a story with the Personas as the main character
  • Focus on the interactions and relations of the different persons and how do they interact with the robot

Then you can start designing the pattern:

Design Patterns

"A reusable solution to a recurring problem. [Design] patterns try to
capture the common invariant properties of the problem and the
essential relationships needed to solve the problem. (...) They are
abstract solutions that allow a designer to reuse ideas that worked in
the past for commonly faced problems."

*Use these factors in your design patterns:
 ○ Behavior Pattern
 ○ Positive effects
 ○ Negative effects
 ○ Claims

Team Design Patterns (TDP)

  • Pattern that shows how the team works together
  • Consists of several design patterns which are connected with arrows
  • Divided into physical (brick above heads) and cognitive work (colored heads)

TDP.png

Interaction Design Patterns (IDP)

  • Shows interaction between two people

Ontology

A specification of a conceptualization. That is, an ontology is a
description of the concepts and relationships that exist within a
certain domain.

The Ontology provides a language for the interaction, which ensures a mutual understanding.
Meaning the robot need to has a basic understanding of our world, you have to represent common (abstract) concepts both, robot and human, need to interact (examples: emotions, (music) genres)

example:
Ontology.png

Frame-based Ontology

  • Frames represent stereotyped situations in the form of a group of
    interrelated concepts with a fixed structure (Minsky, 1975).
  • Schemata represent situational experiences that are stored in long-
    term memory in the form of patterns (Tannen, 1993).
  • Frames can be regarded as schemata, representing structures of
    expectation constructed from previous experience.

frame_based_ontologies.png