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Abstract This chapter presents an agile visualization approach that supports one
of the most widespread innovation processes: Design Thinking. The approach in-
tegrates the pre-defined graphical elements of SAP Scenes to sketch digital scenes
for storyboards. Unforeseen scenarios can be created by accommodating new graph-
ical elements and related domain-specific aspects on-the-fly. This fosters problem
understanding and ideation, which otherwise would be hindered by the lack of ele-
ments. The symbolic artificial intelligence (AI)-based approach ensures the machine-
interpretability of the sketched scenes. In turn, the plausibility check of the scenes is
automated to help designers creating meaningful storyboards. The plausibility check
includes the use of a domain ontology, which is supplied with semantic constraints.
The approach is implemented in the prototype AOAME4Scenes, which is used for
evaluation.
Keywords: Symbolic AI, Design Thinking, Agile and Ontology-aided Meta-
Modeling, AOAME4Scenes, Innovation Processes
1
2 Emanuele Laurenzi, Knut Hinkelmann, Devid Montecchiari and Mini Goel
1 Introduction
Visual sketches are an efficient and effective way to communicate ideas [2, 33].
They empower designers to explore the creative design space [36]. Sketching is a
traditional and conventional technique used to draw new ideas. Its usage has seen
a massive growth after the Renaissance as designed objects have become more
complex and more novel [3]. A pioneer on this subject was Leonardo da Vinci.
Many of his sketches expressed the ability to communicate with someone else about
(1) which artifact should be built, (2) how it should be built, (3) how it should work,
as well as (4) the use of thinking and reasoning to support the solution design.
Sketches are not limited to the use as a means of communication but can also assist
the cognitive process of conceiving a new solution design. These characteristics make
sketching a prominent technique in todays’ most widespread innovation processes
[45]. In the Google Sprint [14], a whole day is dedicated to the sketch of possible
solutions. In Design Thinking [28] sketches are used from an early phase to increase
the understanding of the problem, and later to ideate the new solution designs
[29, 13].
There are already several approaches in which the sketches are drawn with free
hands, e.g. Crazy 8s [23, 43], Collaborative Sketching [8], Sketch Storming [38],
CollabSketch [25], SketchStorm [19]. However, freehand sketching can be problem-
atic for the smooth progress of innovation processes. Some people are not capable,
hesitant, or even refuse to draw sketches, while others feel uncomfortable when
being asked to draw [6]. De Vere et al. [40] associate this discomfort with the lack of
wisdom in expressing ideas with sketches. Another problem is the comprehensibility
of the drawn sketch. Since ideas are mainly sketched on tangible means (e.g., sticky
notes), Hohmann [11] experienced that when any changes are made to sketches, they
tend to become messy, and thus incomprehensible.
Such problems motivated the emergence of approaches that use a predefined set of
elements such as SAP Scenes [31]. SAP Scenes consists of a collection of predefined
graphical elements, the combination of which allows you to sketch storyboards about
products or services. Predefined graphical elements help users create visual stories
quickly and collaboratively. Therefore, drawing skills are not necessary, and users can
focus directly on shaping ideas and scenarios in the form of illustrative storyboards.
However, the practice of sketching storyboards with predefined graphical elements
has its limitations (see Section 2). Such limitations hinder innovation processes,
which is also why digital tools are difficult to use in practice.
In this chapter, we aim to show how a new agile and ontology-aided meta- model-
ing approach can overcome these limitations in order to promote the understanding
of problems and ideation in innovation processes. The approach has already been
validated in other application domains [15, 17].
The rest of the chapter is structured as follows: Section 3 discusses the adopted
methodology. Section 4 introduces the state of the art of Design Thinking and
visualization tools that allow the creation of sketches. In Section 5 , we set the
requirements for the proposed artifact for the agile and ontology-aided modeling
approach. The approach is then introduced in Section 6. The evaluation of the
Agile Visualization in Design Thinking 3
approach is described in Section 7. Finally, the conclusion and future work are
discussed in Section 8.
The first limitation is about the inability of the pre-defined elements to model any
underlying reality. SAP Scenes provides “Scenes add-ons” [31] with some additional
topic- and industry-specific elements, but they are not sufficient to cover all appli-
cation scenarios. A real-world example for such limitation is the Air as a Service
storyboard1, which was realized in the context of the EU-funded project DIGI-
TRANS [7]. Fig. 1 shows a part of the final storyboard. The storyboard supported
the transformation of the business model of a German company from the production
of ventilation systems to the innovative concept of Air as a Service. The new value
proposition of the business model becomes a continuous supply of clean air.
In the Air as a Service use case, ventilation of large buildings like parking houses
were identified as possible application scenarios. However, SAP Scenes did not
foresee ventilators or parking lots. The newly needed graphical elements had to be
physically created (see Fig. 1).
For physical SAP Scenes, this limitation can be easily overcome by manually
drawing new elements. This is different, when the Scenes are modeled with a digital
tool. Scene2Model [21] contains the digital representation of SAP Scenes with which
users can design digital storyboards. The tool is based on the meta-modeling tool
ADOxx [27]. Adding new modeling elements follows the current sequential process
of meta-modeling, which reverts the waterfall-like cycle [15] (1) adapt the meta-
1 The storyboard was realized in the innovation room of the Herman Hollerith Zentrum (HHZ),
University of Reutlingen.
4 Emanuele Laurenzi, Knut Hinkelmann, Devid Montecchiari and Mini Goel
model; (2) deploy the adapted meta-model in a new tool instantiation; and finally (3)
test the new version of the modeling language.
Workshops with innovation experts (see Section 5) have confirmed that the se-
quential engineering process can lead to delays in innovation processes. An agile
meta-modeling approach for the quick integration and adaptation of new elements
would promote the adoption of digital tools among Design Thinking practitioners.
Another limitation that hinders the practice of Design Thinking is the lack of
support from digital solutions in the elaboration of storyboards, especially in the
ideation phase. In this phase, a set of storyboards are elaborated and should be
available to provide meaningful input to the next phase [1], i.e., the prototype phase.
There exist digital tools (e.g. [35, 34]) for online collaboration between participants
to work on an idea. However, their use assumes a high level of expertise in innovation
processes. In cases where designers (especially the less experienced ones) have a low
domain expertise, relevant aspects in the storyboards may be overlooked. A possible
consequence would be the numerous back and forth loops between the ideation, the
prototype and the test phases until a new solution design is refined enough for the
Design Thinking process to end [5]. In the worst case, the new solution design will
lack realistic foundations that need to be taken into account.
This lack of support can best be addressed by an approach that allows automa-
tion of the knowledge stored by SAP Scenes. The objective, in this case, would
be to automatically support the creation of plausible and meaningful storyboards.
The automation of knowledge can be achieved with the use of symbolic artificial
intelligence, i.e., ontologies. The latter have already been used in storyboards of
Scene2Model [21, 22] with the purpose of increasing information transparency and
clarity of the meaning of storyboards.
In order to address the identified need for agility and automation to support the
creation of storyboards, we propose to adopt the agile and ontology-aided meta-
modeling approach already conceived by Laurenzi et al. [17]. The approach allows
for the integration of new modeling elements and the adaptation of the existing ones
on the fly, as well as the seamless alignment of graphical elements to ontologies.
3 Methodology
In this work, the chosen methodology is the Design Science Research (DSR) [39, 10],
which aims to build an artifact by going through the following phases: awareness of
problem, suggestion, development, and evaluation of the artifact and conclusion. In
order to increase the awareness of problem, insights were derived from the following
three different research activities:
• Research Activity 1 (RA1): Analyzing theories and existing approaches relevant
to this research work (reported in Sections 2 and 4).
• Research Activity 2 (RA2): Modeling a use case by adopting a modeling approach,
which makes use of SAP Scenes to create digital storyboards in innovation pro-
Agile Visualization in Design Thinking 5
cesses (see Section 5). During this activity, we confirmed our hypothesis about
the need to deal with unforeseen scenarios and derived a list of requirements.
• Research Activity 3 (RA3): Two workshops were held with innovation experts
(see Section 5) to increase understanding of whether and how the agile and
ontology-aided modeling approach can support an innovation process.
• Research Activity 4 (RA4): Next, the conceptualized artifact was implemented
in a variation of AOAME [17], which we called AOAME4Scenes. It solves the
research problem and satisfies the requirements that were derived in the first three
research activities.
The research activities cover the Design Science Research Cycle as proposed by
Hevner [10]: RA4 corresponds to the design of the artifact, the rigor cycle (RA1)
provides theoretical foundation to the designed artifact and the relevance cycle (RA2
and RA3) ensures the appropriateness of the application context.
This section first explains what Design Thinking consists of. It then describes existing
visualization tools that support innovation processes by sketching.
The initial phase involves empathizing with the customer or user. Through ob-
servations and research the customers’ problems are realized, and a concrete issue
is determined, which then becomes the basis for the further process. The concrete
issue drives the Design Thinking team to concentrate on a single issue. In the next
phase, multiple solutions are created and analyzed within a team to find the best
possible solution to solve the issue. The solution is shared with the customer to learn
their opinion and their level of satisfaction with the idea. The next steps are the
construction of the prototype and the testing of its effectiveness with the customers.
Each phase of Design Thinking, albeit for different purposes, may require the visu-
alization of sketches. A common technique for visualization is called storyboarding
[4, 42], a sketching method which enables users to visualize a problem or a solution
through a storyline. Miron at al. [21]define storyboards as “a quick and valuable
means to test the convergence between user needs and the proposed solution”. The
value comes from making people understand the problem and allowing designers
to present their thoughts and imagination to other people. Multiple storyboards can
be created to demonstrate different aspects of the problem to different stakeholders
involved in the project [23]. In addition, multiple stories can be combined in an
application to compare the solutions [31].
Electronic support of sketching refers to the possibility of digitally viewing and using
the sketches, saving the scenes electronically for future use, digitally sharing the scene
with other team members and working electronically on images. Available digital
tools that provide such support can fall into one of the following three categories:
1. From paper sketches to digital sketches:with this kind of tool, users first draw the
sketches on paper and then bring the image into the system or upload a picture
directly to the tool. Mural [24] is an example of such a tool. Once the image is in
the tool, it can be used for creating maps and models like scenario maps, empathy
maps, business model canvasses, etc.
2. Sketching on digital screens: this type of tool allows designers to draw their
sketches on a digital screen similar to drawings on paper. FexiSketch [44], for ex-
ample, enables designers to draw and edit (freehand) sketches on electronic white-
boards using phones, tablets, and desktop versions. The tool also incorporates the
import functionality to upload images. Sketchboard [34] and SketchTogether [35]
Agile Visualization in Design Thinking 7
offer online whiteboards for teams to work collaboratively and remotely. Design-
ers are empowered to sketch on the digital whiteboard simultaneously. AutoDraw
[9] is an online tool that allows a designer not only to draw sketches digitally but
also recommend the most similar predefined object to the sketch.
3. Usage of predefined graphical elements: this type of tool allows designers to create
storyboards with predefined graphical elements. For instance, the desktop tool
Scene2Model [22] offers digital graphical elements of SAP Scenes. It additionally
empowers users to digitalize a storyboard by importing physical scenes on the
tool.
5 Requirement Elicitation
The first requirement was derived from recent findings in the literature (see Section
2) and is formulated as follows:
• R1: A visualization approach in the context of an innovation process has to
enable designers to create digital storyboards with a predefined set of graphical
elements. This includes the sub-requirement of making it easier for users who
dislike drawing sketches.
Among the advanced digital tools fulfilling this requirement, the Scene2Model
is the only one that (1) uses digital predefined elements, (2) enables operations on
scenes (e.g. analysis, consistency checking, etc.) and (3) allows semantic enrichment
by means of an ontology.
We then used Scene2Model to model a use case and deepen the understanding of
the problem in practice. The use case is fictitious and targets a specific application
domain - the design of a kitchen for elderly people.
Firstly, we listed all the elements and properties needed to model the desired
kitchen. Then, we tried to model these aspects in Scene2Model using SAP Scenes.
Every time a desired aspect was missing, the respective table was updated ac-
cordingly. The list of missing aspects that could not be modeled was documented,
including comments where needed. Additionally, graphical notations for the missing
elements were suggested.
It turned out that in this use case eight specific elements were missing: heater,
dishwasher, extractor hood, lower cabinet with cooking range, wall cabinet with
glass, high cabinet with oven, double door fridge, window as an individual element.
Additional domain-specific aspects that could not be modeled were properties such
as appliance dimensions, appliance installation height, brand, warranty, and color.
Fig. 3 shows the “Fridge” element from the kitchen designed in Scene2Model, for
which the desired types (i.e., double door and single door fridge) and properties (e.g.
dimension) are missing .
For each of the missing elements a graphical notation was suggested and
Scene2Model was extended using the ADOxx Development Toolkit [27].
8 Emanuele Laurenzi, Knut Hinkelmann, Devid Montecchiari and Mini Goel
Fig. 3 An example of missing elements and properties from the created SAP scene
The experience gained with modeling the use case not only confirmed that the
predefined set of elements are not sufficient to target a particular application domain,
but also proved the sequential process that is required to incorporate the missing
elements. The new elements are first (1) integrated in the meta-modeling tool, then
(2) the adapted meta-model is to be deployed in a new instance of the Scene2Model
tool, and finally (3) the new set of elements could be used for modeling. This loop
had to be repeated when we recognized that the accommodated elements were not
properly added.
This experience led us to derive the following requirement:
• R2: A visualization approach in an innovation process has to enable designers
to add new domain-specific aspects on the fly to the predefined elements. These
Agile Visualization in Design Thinking 9
This section describes the evaluation of the agile and ontology-aided meta-modeling
approach for innovation processes. For the evaluation, the prototype AOAME4Scenes
is used (1) to model a scene (see Section 7.1); (2) to show how the ontology—which
reflects a scene—can be exploited for the plausibility check of a scene; and (3) to
describe how the requirements R1 to R4 are fulfilled.
Agile Visualization in Design Thinking 11
SmartFridge must embed at least one webcam”. The webcam is a sensor that self-
monitors food items [30].
Constraints are modeled in the W3C constraint language SHACL (Shape Con-
straint Language) [41]. Fig. 6 shows (1) the constraint property of the visual sensor
added on the concept “Smart Fridge”; (2) the execution of the constraint within the
kitchen scenario.
In the following, we report the fulfillment of the requirements elicited in this work
(see Section 5):
1. R1 is fulfilled because AOAME4Scenes enables designers to create digital story-
boards with digital SAP Scenes. The fulfillment of this requirement is validated
by the use case modeled in Section 7.1.
14 Emanuele Laurenzi, Knut Hinkelmann, Devid Montecchiari and Mini Goel
2. R2 is fulfilled because a user is enabled to add new SAP Scenes elements and
related properties on the fly. The fulfillment of this requirement is validated by
the steps presented in Section 7.1.
3. R3 is fulfilled because SAP Scenes are added to the existing ontologies in
AOAME, which already accommodate BPMN [17]. It is possible to quickly
switch from one language to another by selecting the language from the drop
down list that appears on the top-left corner of AOAME4Scenes (see Fig. 5).
Once the user selects the modeling language, the palette is refreshed with the
graphical elements of the selected language.
4. R4 is fulfilled as (1) the ontology automatically evolves with the adaptations that
occur in the graphical elements (described in Section 7.1) and (2) the ontology
allows for plausibility checking (described in Section 7.2).
The presented work showed the relevance of an agile and ontology-aided meta-
modeling approach to support the practice of sketching in innovation processes. For
this, we focused on the innovation process Design Thinking. Initially we analyzed
problems and challenges of innovation processes from literature, workshops, and
a use case. From the analysis phase, a set of design requirements was identified
that were met to implement the prototype AOAME4Scenes. The latter includes the
graphical notations of SAP Scenes and the newly created SAP Scenes Ontology.
AOAME4Scenes enables users to integrate new domain-specific aspects (i.e., new
elements, relations and attributes) on the fly. Unlike current modeling approaches,
unforeseen scenarios can therefore be quickly modeled. Ontologies are automatically
created in the background while sketching the scenes. In order to support innovation
experts with little experience in a particular domain, constrained domain ontologies
are executed over the generated ontology-based scenes for their plausibility check.
The approach was evaluated through the AOAME4Scenes prototype by (1) mod-
eling a domain-specific scene for which the predefined set of graphical elements
was not sufficiently expressive; (2) making use of the ontology of the scene for its
plausibility check; (3) describing how the designed artifact fulfills the requirements.
This evaluation has therefore demonstrated the relevance of the agile and ontology-
aided meta-modeling approach in innovation processes in order to foster problem
understanding and ideation.
As a future work, we plan to evaluate AOAME4Scenes in concrete innovation
projects in order to identify possible improvements. In parallel, research will be
launched to investigate the integration of machine learning techniques into the agile
and ontology-aided meta-modeling approach [16]. Insights can then be transferred
in the context of innovation processes to learn innovation patterns.
Agile Visualization in Design Thinking 15
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