Wiki source code of Design Patterns and Ontology
Version 9.1 by Clara Stiller on 2022/02/23 10:22
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9.1 | 1 | Before starting with the Design Patterns you should figure out for whom you are designing the technology for: |
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2.1 | 2 | |
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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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4.1 | 20 | === Design Patterns=== |
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9.1 | 22 | //"A reusable solution to a recurring problem. [Design] patterns try to |
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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 | ||
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9.1 | 26 | the past for commonly faced problems."// |
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2.1 | 27 | |
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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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4.1 | 45 | === Ontology=== |
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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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7.1 | 51 | The Ontology provides a language for the interaction, which ensures a mutual understanding. |
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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) |
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3.1 | 53 | |
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9.1 | 54 | Has different levels of abstractness |
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3.1 | 57 | ==== Frame-based Ontology==== |
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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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