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    <article-meta>
      <title-group>
        <article-title>Interaction Pattern Categories</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Martina Freiberg</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joachim Baumeister</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank Puppe</string-name>
          <email>puppe@informatik.uni-wuerzburg.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Wurzburg, Institute of Computer Science Dept. of Arti cial Intelligence and Applied Informatics D-97074 Wurzburg</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The application of knowledge-based consultation- and documentation systems is, apart from large industrial projects, often also bene cial for small to mid-sized enterprises. Yet, their design and implementation still is a tedious and costly task. We motivate, that customized UI and interaction patterns constitute a pragmatic technique for supporting especially requirements engineering, and thus are capable of considerably promoting real-world projects. In this paper, we introduce abstract categories|Guided-, Adaptive-, and Autonomous Entry | for classifying tailored patterns for knowledge-based systems. Further, we discuss their role in an overall approach extending the Agile Process Model and resulting bene ts.</p>
      </abstract>
      <kwd-group>
        <kwd>Dialog System</kwd>
        <kwd>User Interface Design</kwd>
        <kwd>Agile Development</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Knowledge-based systems gained increasing impact also outside academia over
the last decades. Apart from large clinical and industrial projects, the
application of knowledge-based consultation and documentation systems is also often
bene cial for small to mid-sized corporations. Yet, the trade-o between their
potential bene ts and their mostly still tedious and costly development, is still
often perceived as unfavorable, and respective projects are declined.</p>
      <p>
        In general software engineering, user interface (UI) prototyping already is an
established methodology regarding iterative, rather inexpensive system speci
cation before the nal product is implemented [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Also, UI prototyping permits
the early evaluation of (several) design options. Inspired by that approach, we
suggest Interaction Patterns for Knowledge-Based Systems as a cornerstone of
a tailored, agile knowledge system development methodology. The overall
approach integrates pattern- and prototyping-based development into an existing,
agile process model, and thus combines the advantages of reusing approved
solutions (patterns) and of a ordable, iterative system speci cation (UI
prototyping within an agile process model). We argue, that this constitutes a rather
pragmatic way to enhance understanding, discussing, and specifying system
requirements at project start. This in turn helps to promote respective projects
in the rst place, and thus renders its application especially interesting when
addressing small to mid-sized enterprises as customers.
      </p>
      <p>
        As a rst step into this direction, this paper introduces Interaction Pattern
Categories, that provide an abstract classi cation framework for knowledge
systems and corresponding interaction/UI patterns. We further discuss the role of
such patterns within the proposed, extended agile approach; the details
regarding the prototyping and a respective tool are subject of separate work, see [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>The rest of the paper is organized as follows: Related research is presented
in Section 2. In Section 3, we introduce our classi cation framework of
Interaction Pattern Categories and the relevant terminology. We further present three
categories, identi ed on the basis of past experiences with conducted projects.
In Section 4, we outline the extended, agile process model, and the patterns'
speci c role as well as resulting bene ts. We conclude with a summary of the
presented work and a discussion of future research directions in Section 5.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>The process model for knowledge system development, that we suggest in this
paper, integrates pattern- and prototyping-based development, thus uniting the
advantages of both approaches and especially fostering an enhanced requirements
engineering.</p>
      <p>
        Patterns specify proven solutions for recurring (design) problems and are
established in many domains: Examples are software engineering, ontology
engineering, or knowledge formalization, [
        <xref ref-type="bibr" rid="ref14 ref8 ref9">8, 9, 14</xref>
        ]. They o er the advantage to reuse
approved solutions for similar problems, and thus to reduce development
efforts and to pro t from the lessons learned. Regarding UI{/interaction design,
tailored, domain-speci c pattern collections exist, e.g., [16{18]. Yet, patterns
originating from such research cannot be straightly transferred to our context,
as knowledge-based systems put speci c demands on interaction and UI design.
      </p>
      <p>
        Regarding knowledge system development, various methodologies have been
proposed in the past|see [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] for an overview. More recent works emphasize
the relevance of agility, e.g., see [
        <xref ref-type="bibr" rid="ref10 ref2">2, 10</xref>
        ]. We follow that direction by integrating
pattern- and prototyping-based techniques into an agile process model. Previous
approaches, however, often strongly emphasize the development of the
knowledge itself. In contrast, we speci cally support knowledge system UI and
interaction design by the means of tailored patterns and prototyping as to enhance
requirements engineering on the one hand, and to foster a pragmatic, a ordable
promotion and execution of respective projects on the other hand.
      </p>
      <p>
        UI prototyping so far has become an established approach in general software
engineering [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] as well as in HCI and usability engineering [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Main advantages
are a strong support of requirements speci cation, and the opportunity to
evaluate (several) UI design(s) at an early stage. In [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a prototyping tool, that
incorporates design patterns for layout support, has been proposed. Though
generally related to our approach, that work focusses on cross-device design of
general web-style interaction. Contrastingly, we explicitly consider UI and
interaction design of knowledge-based consultation and documentation systems.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Interaction Pattern Categories</title>
      <p>By Interaction Patterns for Knowledge-Based Systems, we understand the
description of the systems' interaction- and UI design for a speci ed context. They
comprise a compact speci cation of their applicability, and exemplify the
corresponding solution approach. Yet, there exist attributes, the value of which
may be common to more than one distinct pattern. Thus, we rst introduce
an abstract framework|Interaction Pattern Categories |for classifying patterns
according to such common properties before specifying concrete patterns. In
Section 3.1, we rst introduce relevant terminology, and in Section 3.2, we present
the classifying categories|Guided-, Adaptive-, and Autonomous Entry.
3.1</p>
      <sec id="sec-3-1">
        <title>Relevant Terminology for Specifying Pattern Categories</title>
        <p>In the following, we specify the addressed system types as well as the classifying
attributes, that characterize the pattern categories, in more detail.
Knowledge-Based Systems: We speci cally address knowledge-based
systems with our approach|by that, we understand knowledge systems, that serve
either a consultation or a documentation task. In both cases, the main
usersystem interaction is structured data entry|mirrored by "Entry" in the pattern
category names. Regarding consultation, the system gradually derives solutions
for a given problem with the respective, implemented reasoning mechanisms
based on the provided user input (answers). Documentation systems emphasize
supporting uniform and reliable data input as e ectively as possible.
Classifying Attributes: The attributes User Competence, Context
Presentation, and Data Volume are common to all patterns of one category. Major
classi er thereby is User Competence|in the context of knowledge-based
systems, lengthy, strictly prescribed interviews can be annoying and in exible for
competent users, that might want to in uence the interrogation ow according to
their expertise. This makes it essential to tailor the system and interface design
to the target users' competence.</p>
        <p>A. User Competence : A naive data provider follows the prescribed
interrogation sequence, with no desire for deviation or adaption; possible reasons can
vary from rather low domain competence/lacking experience to a highly stressful
usage context (but nevertheless domain expertise). Experienced users possess a
certain domain expertise, and thus may be interested in system-suggested
workow guidance, yet, additionally require the option to in uence the interrogation
and to deviate from suggested paths. An autonomous problem solver nally
possesses su cient expertise to solve the problem independent from system
guidance, based on the (potentially various and complex) information presented.</p>
        <p>B. Data Volume : The amount of data that is processed during a typical
interrogation session; thus, it corresponds to the number and the complexity
of questions required for deriving a solution or entering a complete data set.
We roughly distinguish between small, medium, and large. Data Space, in
contrast, speci es the universal range of possible input data, and thus corresponds
to the domain complexity. The respective data volume/data space combination
does not in uence the pattern categorization, yet the knowledge required for a
speci c implementation|e.g., large data space and low data volume implies
sophisticated interrogation structures to present appropriate questions e ciently.</p>
        <p>C. Context Presentation : No context means, that during an interrogation,
only the required questions are presented, but no further information. Otherwise,
we distinguish support knowledge|auxiliary information (not interrogation
speci c), or informal knowledge representations|and interrogation context |i.e.,
additional information regarding, e.g., the progression of the work ow, or
indicating the consequences of choosing certain answer alternatives in advance.
Type and extent of context presentation highly depend on the respective level of
user competence|concerning naive data providers, interrogation context often
is not required, yet for complex questions, support knowledge presentation might
be advisable; with rising competence, the presentation of interrogation context
gains importance for supporting an independent, e cient system usage.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Interaction Pattern Categories for Knowledge-Based Systems</title>
        <p>Based on experiences from past projects, we de ne three basic categories for
UI/interaction patterns: Guided-, Adaptive-, and Autonomous Entry. For each
category, we describe the Problem Statement, the Solution, and the Applicability,
specifying common properties that apply to all contained patterns. Further, we
provide Examples |i.e., existing implementations|and Variants, that describe
in what regard patterns of a category may vary.</p>
        <p>The basic interaction specifying each pattern, regards question selection
during interrogation. Even if patterns later vary, e.g., regarding the processed data
volume, that basic interaction remains the same. For its speci cation we use the
UML sequence diagram notation and the elements: User, the system Interface,
Questions (presented to and answered by the user), the Data pool (storing data
resulting from provided answers or reasoning), and the Knowledge component.</p>
      </sec>
      <sec id="sec-3-3">
        <title>A. Guided Entry</title>
        <p>Problem Users act as naive data providers, thus for a reliable, e ective
decisionor documentation support, a high level of system autonomy/guidance regarding
the interrogation ow is required. Data volume might vary from small to medium.
Solution An interview metaphor is transferred to the interface, where the user
and the system interact alternately. The system exibly reacts to the
provided answers by adapting the interrogation sequence, thus presenting only
the question(s) that t the respective context best. The interview proceeds
system-guided, and deviation is mostly not (or only in limited terms) intended.
Thus, presenting interrogation context is not mandatory, even though
regarding lengthy sequences status feedback may be bene cial. Contrastingly, support
knowledge is required in the case of complex/di cult questions for clari cation.
Figure 1 depicts the interaction sequence for Guided Entry. The interface
initiInterface
ates the question request, whereupon the knowledge component assesses the next
question|where available, based on the previously provided user input stored
in the data pool|and propagates the result back to the interface. The then
provided answer of the user is propagated to the data component and thus made
available for the knowledge component hereafter. Those steps are performed
iteratively until a de ned interrogation sequence is nished.</p>
        <p>
          Applicability Systems based on Guided Entry equally t consultation and
documentation tasks. Especially documentation of high quality or frequently
recurring data is supported, as speci ed data entry can be assured by the
strict, system-guided interrogation ow. However, if a higher level of user
autonomy is desired|e.g., in uence on the interrogation, or adaptable question
representation|Adaptive- or Autonomous Entry provide more exibility.
Examples Figure 2 presents two implementation variants of Guided Entry.
CareMate (A) is a quick response second-opinion system for emergency
situations. Its one-question interaction style creates the literal impression of an
interview and supports the intuitive usage in the context of stressful emergency
conditions. Continuous status feedback on the current solution states is provided,
and the processed data volume is rather small. For a more detailed introduction,
see [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. SonoConsult [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] is a consultation and documentation system for the
eld of abdominal ultrasound. The multiple-question interaction style resembles
a paper-based interview (questionary) and helps to cater with the rather large
data volume. Both support knowledge (question clari cation) and interrogation
context (presenting currently derived solutions) are provided.
        </p>
        <p>Variants Pattern variants arise with regards to the type and extent of context
presentation (see above examples), as well as regarding the characteristics of the
naive user (e.g., expert in stressful context vs. non-expert's ad-hoc usage).</p>
      </sec>
      <sec id="sec-3-4">
        <title>B. Adaptive Entry</title>
        <p>Problem Experienced target users have a certain|yet, from user to user
potentially varying|domain competence; consequently, both system guidance as
well as the option for autonomous decisions regarding the work ow are desired.
Also, questions should be presented in a user-adaptable manner.
Solution The system basically suggests the most appropriate work ow to the
user; yet, also the option to deviate from that path and choose an adapted
interrogation sequence is provided. Where applicable, a hierarchical tree metaphor
is applied to cater with varying user competence levels: Questions are de ned
both on an abstract (aggregate) level, but also subdivided into (several) re ned
questions, where reasonable. Thus, according to their expertise, users may either
answer the aggregate questions|taking less time, but requiring more expertise|
or request the presentation of the questions' re nement. To support the user's
decision-making, providing interrogation context is strongly recommended. Also,
depending on the re nement level and complexity of the questions, support
knowledge should be additionally presented.</p>
        <p>Figure 3 sketches question selection in Adaptive Entry. Basically, the user decides
whether to follow the system-guided interrogation or whether to choose an own
path. Regarding the rst alternative, question selection proceeds as in Guided
Entry (Figure 1). In the second case, either the user's competence allows for
answering the currently displayed question; then the answer is propagated to the
data pool and thus is available for the knowledge component as the
interrogation continues. Otherwise, the user can request question re nement whereupon
the knowledge component assesses the possible re nement, and propagates the
result back to the interface for displaying it to the user.</p>
        <p>Applicability Apart from consultation, respective systems can, with
limitations, also serve documentation purposes. In that case, special care has to be
taken that all required input data is obtained from the user. Regarding e ective
interrogation of naive data providers Adaptive Entry is only marginally suitable.
Examples Figure 4 shows the Labour Legislation Consultation, that clari es,
whether a dismissal in a given context is legitimate. Figure 4, A, represents the
problem statement. Its current derivation state and the questions' state (e.g.,
answered) are visually indicated by background coloring and updated with each
provided answer. Questions can be processed either in the sequence suggested
(i.e., from top to bottom), or in any other order. Further, adaptable question
presentation is implemented|e.g., Figure 4, B, was con rmed on the abstract
level; question Dismissal was... is expanded into re ned questions (Figure 4, C).
Variants Possible variants originate from di erent forms of context
presentation as well as from di erent data volumes that may be processed.</p>
      </sec>
      <sec id="sec-3-5">
        <title>C. Autonomous Entry</title>
        <p>Problem Target users are highly competent, autonomous problem solvers,
thus no explicit guidance regarding the interrogation sequence is required.
Solution The user explores the (various and potentially complex) information
sources presented by the system. Integrated knowledge-based components|e.g.,
consultation features or automated data entry support|can be used optionally,
but are not mandatory to bene t from system usage. The user provides any
input data voluntarily; based on those data fragments, the system performs rather
modularized reasoning, following sort of a bits and pieces metaphor. Thus, the
system merely provides a second-opinion to the user in presenting reasoning
results (e.g., rated solutions, next-input suggestions). Such extensive user control
requires a high level of context presentation, regarding both types of context.</p>
        <p>Interface</p>
        <p>Question</p>
        <p>Data</p>
        <p>Knowledge
loop
alt
[Use support features (consultation/data enty) ]
[Exploration]
alt explore()
answerSelected</p>
        <p>Question()</p>
        <p>
          As Figure 5 shows, the user always can choose between using more formal
knowledge components and free exploration. In the rst case, potentially any
kind of (complex) knowledge component can be integrated into such a system,
e.g., according to the Guided Entry or Adaptive Entry categories. Otherwise,
the user can either simply explore the provided information, or answer questions
autonomously in a modularized manner. Answers then are propagated to the
data component, and from there assessed by the knowledge component; the
latter rates solutions, presents context, and recommends next steps piecemeal.
Applicability Autonomous Entry can be applied for loose consultation, as well
as regarding a more informal, potentially collaborative documentation task. In
contrast, it is inappropriate, if rather naive data entry is desired, as no strict
work ow guidance for solving the addressed problem is provided. Further it is
not suitable for high quality documentation tasks, as any interaction takes place
voluntarily, and thus the supply of any data cannot be guaranteed.
Examples Implementation examples are the user-centered consultation
approach described in [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], the PEN-Ivory system [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], but also the Inline Answering
concept provided by the Semantic Wiki KnowWE [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>Variants Implementation variants arise with respect to the data volume, and
the type and extent of context presentation. Despite mainly addressing expert
users, systems falling into this category, might to some extent also be suitable
for unexperienced ad-hoc usage. Finally, resulting systems can vary regarding
the extent of integrating knowledge-based features.</p>
        <p>The proposed pattern categories classify basic knowledge system types and
corresponding UI/interaction design patterns according to the level of user
competence (corresponding to the level of system guidance). Ongoing research
addresses the de nition of concrete patterns and their categorization accordingly.
We proceed by discussing how such patterns can be integrated in an extended,
agile process model for developing knowledge-based consultation and
documentation systems.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Pragmatic Knowledge System Engineering</title>
      <p>
        Regarding knowledge system development and knowledge engineering, there
exist diverse approaches today, such as CommonKADS, MIKE, or adaptions of
the classical stage-based and incremental software development models. Yet, for
the success of knowledge system projects in the context of small to mid-sized
companies, a pragmatic approach|a ordable and e cient regarding time and
e ort|is essential, c.f. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Especially for promoting such projects in the rst
place, it is important to quickly come up with rst solutions, e.g., in the form
of prototypes or example implementations. In this respect, we made positive
experiences with applying the Agile Process Model, described in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. However,
that model emphasizes knowledge base development, not yet taking much into
account the design of the target system's interface, or usability traits. In
extending this model, not only UI/interaction design gains importance in the overall
development process, but also the integration of usability activities.
      </p>
      <p>
        In the following, we introduce the Extended Agile Process Model, and
afterwards we discuss resulting bene ts speci cally regarding the integration of
tailored UI/interaction patterns. Although prototyping and usability-related
activities are included in the model for reasons of completeness, their detailed
discussion is part of further work, see [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
4.1
      </p>
      <sec id="sec-4-1">
        <title>The Extended, Agile Knowledge System Engineering Model</title>
        <p>Basically, tailored patterns and
pSryostteomtypMingetapchaonr saunpdpoPrtlanbnointhg MSeytsatpehmor PTatatielronrsed&amp;
Game. In System Metaphor, the Prototypes
system objectives are de ned by Planning
developers and customers. Based Game
on appropriate patterns and cor- UA2: Prod. System, UA1: Prototype
responding implementation exam- User-based / Hybrid Expert / Hybrid
ples, a basic idea can be devel- Integration Implementation
oped more easily. Thereby,
patterns can be assessed either
manually, or by using a tailored recom- Fig. 6. Extended Agile Process Model.
mender system, that suggests
patterns matching the target context.</p>
        <p>Prototypes, that also provide the relevant user-system interactions, further
support that process by presenting a realistic simulation of a potentially resulting
system as opposed to the static, visual depiction of knowledge system examples
provided by the patterns. The Planning Game de nes the scope and
prioritization of development tasks. Here, patterns ease the analysis and valuation
of system requirements|taking place during the Exploration sub-phase of the
planning game|by providing clear speci cations of required features and
interactions. Additionally, prototyping supports that task by allowing for actually
trying out (and thus better evaluating) relevant functionalities.</p>
        <p>
          With regards to Usability Activities, the original model can be extended
both regarding Implementation and Integration (Figure 6, UA1, UA2). The
basic model de nes Implementation as a test- rst activity|i.e., before actually
implementing new or additional features, the corresponding tests for assuring
their correctness are developed. This can be expanded by an evaluation- rst
activity, in the sense that based on the formerly created prototypes, usability issues
are assessed and valued rst, before continuing with test- rst implementation as
de ned by the model. Without going into detail here, at that stage, expert- or
hybrid approaches (according to a categorization suggested in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]) seem to be
most appropriate. During Integration, the implemented functionality is added to
the productive system, using integration tests for assuring its overall correctness
and integrity. Such testing can be extended by usability checks that evaluate,
whether the system still meets the speci ed usability goals. As this results in
a running version of the productive system, not only hybrid, but also purely
user-based usability evaluation can be bene cial.
The integration of tailored patterns into an extended agile model o ers several
bene ts: First, the patterns uniformly specify common framework conditions of
di erent knowledge-based system types; thus, they provide a descriptive and
visual language, that enables customers and developers to discuss at the same
competence level. This fosters a clear communication and thus reduces potential
misconceptions right away, that otherwise can lead to additional, unnecessary
redesign cycles. Next, the patterns present actual implementation examples, that
can be assessed, and serve as a inspirational source regarding the concrete project
at hand. Even in case none of the provided patterns or examples completely
satisfy the project- and customer requirements, those nonetheless are helpful
by providing an overview of the possibilities and a basis for further discussions.
Despite diverse general pattern collections and UI prototyping tools, to date to
the best of our knowledge no tailored patterns/tools exist addressing speci cally
knowledge-based systems. As the latter exhibit quite speci c characteristics, our
approach can provide strong support for their development.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Future Work</title>
      <p>
        We motivated that tailored patterns can constitute the cornerstone of an
extended, agile model for knowledge system development. Especially when
targeting smaller to mid-sized companies as customers, the suggested approach is a
rather inexpensive, pragmatic technique for promoting and launching respective
projects. As a rst step, in this paper we introduced three abstract categories for
classifying corresponding patterns. Due to our focus on knowledge-based
consultation and documentation systems, those categories speci cally address the data
entry task; yet, the elementary classi cation|guided, adaptive, and autonomous
interaction might be applied accordingly for other forms of interaction. The
categorization arose from practical experiences with implementing knowledge-based
systems in the past, such as SonoConsult [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], Digitalys CareMate, or more
recently the Semantic Wiki KnowWE [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Further research includes the question,
whether additional pattern categories are required. Based on those, as well as
on an assessment of further existing systems, concrete patterns will be speci ed.
Currently, also a tailored prototyping tool is developed [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], that will be further
extended based on an analysis of required knowledge system base components.
      </p>
    </sec>
  </body>
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