Wiki source code of Design Patterns and Ontology

Version 11.1 by Clara Stiller on 2022/02/23 10:23

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Clara Stiller 9.1 1 Before starting with the Design Patterns you should figure out for whom you are designing the technology for:
Xin Wan 2.1 2
Clara Stiller 9.1 3 ==== Personas====
4 * First Step is to create Personas to get a feel about who the audience is
5 * Persona is an individual character, try to make the person "come alive" by adding detailed descriptions
6 * Profile of a Persona should include:
7 ○ General information like gender, age, living situation, job/education, hobbies, former life
8 ○ Personal goals
9 ○ Stereotypes of the person group, but also untypical characteristics "go beyond stereotypes"
10 * 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
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12 ==== Storyboard====
13 * Create a story with the Personas as the main character
14 * Focus on the interactions and relations of the different persons and how do they interact with the robot
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18 Then you can start designing the pattern:
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Xin Wan 4.1 20 === Design Patterns===
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Clara Stiller 9.1 22 //"A reusable solution to a recurring problem. [Design] patterns try to
Xin Wan 3.1 23 capture the common invariant properties of the problem and the
24 essential relationships needed to solve the problem. (...) They are
25 abstract solutions that allow a designer to reuse ideas that worked in
Clara Stiller 9.1 26 the past for commonly faced problems."//
Xin Wan 2.1 27
Clara Stiller 9.1 28 *Use these factors in your design patterns:
29 ○ Behavior Pattern
30 ○ Positive effects
31 ○ Negative effects
32 ○ Claims
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34 ==== Team Design Patterns (TDP)====
35 * Pattern that shows how the team works together
36 * Consists of several design patterns which are connected with arrows
37 * Divided into physical (brick above heads) and cognitive work (colored heads)
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40 ==== Interaction Design Patterns (IDP)====
41 * Shows interaction between two people
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Xin Wan 4.1 45 === Ontology===
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Xin Wan 3.1 47 A specification of a conceptualization. That is, an ontology is a
48 description of the concepts and relationships that exist within a
49 certain domain.
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Xin Wan 7.1 51 The Ontology provides a language for the interaction, which ensures a mutual understanding.
Clara Stiller 9.1 52 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)
Xin Wan 3.1 53
Clara Stiller 9.1 54 Has different levels of abstractness
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Xin Wan 3.1 57 ==== Frame-based Ontology====
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Xin Wan 5.1 59 * Frames represent stereotyped situations in the form of a group of
60 interrelated concepts with a fixed structure (Minsky, 1975).
61 * Schemata represent situational experiences that are stored in long-
62 term memory in the form of patterns (Tannen, 1993).
63 * Frames can be regarded as schemata, representing structures of
64 expectation constructed from previous experience.
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