<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Cartooneering - A Collaborative Workshop Approach to Develop Scenarios with Users</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sven Storck</string-name>
          <email>sven.storck@iese.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nedo Bartels</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Simon André Scherr</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefanie Ludborzs</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emely</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Janke</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fraunhofer IESE</institution>
          ,
          <addr-line>Fraunhofer-Platz 1, 67663 Kaiserslautern</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In software engineering, establishing a shared vision in projects with heterogeneous stakeholders is a known challenge. This paper explores the application of Cartooneering as a collaborative workshop approach, incorporating storyboarding, proto-personas, and visual storytelling to address this challenge. We present our experiences in conducting human-centered workshops using the Cartooneering method based on two case studies and how it proves to be a valuable approach for workshops aimed at finding a detailed understanding of the processes involving the product. To apply Cartooneering in workshops, end users actively participated in the comic design process to develop their own software visions. During the workshop, participants used paper-based comic elements and had the freedom to make design choices according t o their specific user needs, allowing them to create user-centered software visions. The paper presents outcomes that emphasize the effectiveness of Cartooneering in facilitating collaborative vision creation with stakeholders. These findings contribute to the advancement of usability methods by recognizing workshops as central to collaborative scenario development with users.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Creativity Workshop</kwd>
        <kwd>Product Definition</kwd>
        <kwd>Human Centered Design</kwd>
        <kwd>Process Definition</kwd>
        <kwd>Requirements Engineering 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        When faced with this challenge in two projects with heterogenous stakeholders, we
developed a method called Cartooneering [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Cartooneering is a storyboarding technique that
combines proto-personas with visual storytelling. The idea behind this technique is to use a
series of comics, designed in a minimalistic way, to visualize the vision and the use cases of a
product. In this a pproach, the personas serve as the main characters, illustrating scenarios of
the application. The comics focus on the emotional state of the persona and the journey from
the problem to fulfillment. Furthermore, Cartooneering provides guidelines for storytelling and
best practices designing the comics’ appearance. Cartooneering aims to identify and
communicate the product vision among stakeholders. It fosters collaborative discussions by
maintain an easy-to-understand scenario description. Initially, Cartooneering was developed as
an approach for design professionals rather than for stakeholders such as end users, because
creating vision comics requires design expertise.
      </p>
      <p>Based on our positive experience, we came up with the idea of making the Cartooneering
process accessible to end users through interactive workshops. These serve the purpose of
identifying new use cases and expanding existing solution processes. The proposed approach
aligns with the design thinking principle of involving users throughout the product design
process. This paper focuses on the application of Cartooneering in workshops and presents our
experiences and findings based on two case studies to answer the following research questions:
• How can vision workshops benefit from storyboarding techniques like Cartooneering?
• How do workshop participants need to be prepared for the use of storyboarding
techniques?
• Which creativity and visualization tools must be combined to use comic style
storyboarding techniques efficiently?</p>
      <p>The positive results of the approach confirmed our assumptions of collaborative vision
creation together with different stakeholders. The paper is structured as follows. In the next
section we give an overview of the related work. The section Cartooneering in Workshops
describes how we have made use of it in the workshops. Afterwards, we report from our two
cases studies by first introducing the workshop concept in the section Workshop Agenda and
Design and then the results from the kindergarten project as well as the digital education
project. Following this, our results are discussed. We end this paper with conclusion and
possible directions for future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        At the beginning of software engineering projects, it is important to have a vision for the
software to be built. The vision can be visualized through a combination of scenarios as those
are suitable for making the use of an application explicit through concrete interactions and thus
drawing attention to the needs and concerns of the users. Scenarios can be presented in text,
prototypes or storyboards [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The software engineering community has developed several
approaches that can be used to design and the vision of a software project.
      </p>
      <p>
        Storyboarding is the presentation of scenarios as short graphical narratives. It is used to
demonstrate system interfaces and usage contexts. Depending on the development phase,
problem scenarios, activity scenarios, information design scenarios, or interaction design
scenarios can be created to derive concrete ideas for user requirements, specify activities, or
facilitate understanding of functionality. Guidelines for creating storyboards include elements
such as level of detail, inclusion of text, people and emotions, the number of frames and the
portrait of time [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Wikström et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] show that using storyboards in workshops stimulates
creativity, and supports idea generation.
      </p>
      <p>
        SAP Scenes provides a toolbox for creating analog and digital storyboards with predefined
elements without the need for drawing skills. The elements like characters, buildings, devices or
call-outs can be used in various workshop formats [
        <xref ref-type="bibr" rid="ref8 ref9">8,9</xref>
        ]. Haesen et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] formalize a
collaborative engineering approach, COMulCSer, for comics in storyboards to achieve a common
understanding in interdisciplinary teams. The authors present emotions through facial
expressions and body language, differentiating characters and transitions between images as
principles. These guidelines have been considered but not explicitly evaluated for storyboarding
software.
      </p>
      <p>
        Further studies have focused on the use of comics to improve communication and
understanding of complex concepts especially in data visualization and business processes.
Zanan &amp; Aziz [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] explore different visual styles within data storytelling. Zhao et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] present
a framework for automated conversion of charts into comic-style. A framework for rapid
generation of stylized story illustrations is outlined in the work of Zhang et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], while Wang
et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] emphasizes the educational potential of data comics. Dospan &amp; Khrykova [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] show
that the use of data comics can successfully increase the understanding of complex business
processes. The study by Barros et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] shows that the use of comics can facilitate the
identification of requirements in business processes, and further work [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] explores the use of
comics in teaching software engineering.
      </p>
      <p>Storyboard techniques such as comics are useful methods for scenario-based communication of
complex information and enable a shared understanding of a vision. However, there is a need
for further methodological research into the process of designing them and especially for their
use in collaborative workshops with different stakeholders.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Cartooneering in Workshops</title>
      <p>
        Using comics in end user workshops goes beyond the creation of vision scenarios by design
professionals based on stakeholder input. The objective of the workshops outcomes is to gain
an understanding of how the participating stakeholders conceptualize the process in and around
the product. This insight helps in formulating solution concepts that are tailored to address
those needs. This includes the mapping and validation of existing scenarios and associated user
journeys by the participants themselves. Since the overall product vision is derived from these
scenarios, the modeled process should have an impact on shaping and enriching the vision. In
projects where project members are not the end users; this is important because it helps
incorporate new details that were not initially identified during discussions with the team.
Therefore, it is crucial to consider that this situation may lead to a gap in understanding
between the problems assumed by the project team and the problems faced by the users [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
In contrast to Cartooneering as used before, end users work with defining, enlarging, or
updating the scenarios and not experts. So, everyone must be able to work with the panels of
the comics. Two principles helped us in enabling the participants of the workshop to do so:
Principle 1: The workshop is structured in such a way that the participants are given initial
input captured so far together with stakeholders about the problem or processes. This makes it
possible to gather more details about the problem and to identify new processes or change them.
Principle 2: Participants need support and guidance in creating comics. There is an obstacle to
making even small drawings. Creating a complete user journey in the form of a comic would
be an even bigger challenge. These two principles led to the decision to use pre-designed comic
panels from the existing comics instead of having the participants draw themselves.
We want to give the participants the freedom to design dialogues based on their knowledge,
experience, and ideas. To this end, we provided participants with more paper-based elements
with characters, locations, and predefined interactions between users. On the other hand, we
have omitted details by hiding or blacking out text-based information such as speech bubbles.
This is an element, which can be used if needed. Secondly, and non -optional, it is important to
note that the panels are not handed out in any order. It is pure coincidence so that the original
journey cannot be recreated based on the sorting of the panels.
      </p>
      <p>In addition to the panels the participants receive printed paper-prototyping screen templates.
This is helpful to be able to visualize the process in a variety of ways using the mentioned
options. The moderation cards show the abstract process steps and give structure to it, the
comics provide details on the interaction and the context and the screen templates for UI
drawings allow the product to be described in detail at important points.</p>
      <p>During the creation of the user journey by the participants, the moderation team hand out
challenge cards. These cards contain a specific trigger, that must be considered while finishing
the journey. For example, those triggers could be: ‘how to ensure the quality of the product or
service?’ or ‘how do we motivate people to use the system at all’, etc. The main purpose of the
challenge cards is to provide new input and focus on the problem. Often people do not think
about all the needed processes, outcomes, or problems that an idea can bring with it. This is
quite normal, but problematic for a usable solution. Highlighting those parts, participants have
not thought of, with challenge cardsis an efficient way of motivating them to solve the problem
without dragging them to much away from their ideas and workflow.</p>
      <p>Summarized all those steps led to the following workflow to create user journeys in a workshop:
participants start with identifying the comic panels, putting them in an order that makes sense
to solve the problem. To complete the journey participants must fill out speech bubbles to show
the communication by the presented characters. Also, they can use UI templates to visualize
their software ideas or add text on cards to highlight the important steps. To reduce the risk of
overlooking problems in their process, the moderation team distributes the challenge cards.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Case Studies</title>
      <p>
        This paper presents two case studies [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] from two projects in the field of digital
transformation of rural areas. We used them to explore how we could use Cartooneering in the
context of end user workshops to design software visions. Cartooning was used as a workshop
method in two projects, comprising the (1) Project: Kindergarten Educational Offers and the (2)
Project: Digital Competencies for Digital Novices. The choice of topics was predetermined and
not part of the workshop. In both projects, the workshops were conducted on-site and lasted
between two and three hours. Nine half-day workshops were conducted using Cartooneering.
Project (1) aimed to improve the digital networking of local kindergartens and cultural
institutions in the region to provide child-friendly learning opportunities. Four workshops were
conducted, including two workshops with citizens, one workshop with kindergarten staff, and
one workshop with local cultural institutions. The number of participants in each workshop
ranged from two to five. Project (2) focused on bringing together local citizens, associations,
organizations, and curious individuals in the region to share digital media knowledge and skills.
Five workshops were conducted, including two workshops with citizens seeking knowledge
and three workshops with associations, organizations and students providing knowledge. The
number of participants in each workshop ranged from six to eight people.
      </p>
      <p>
        Each of the nine workshops followed a structured agenda based on design thinking principles
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Since the workshop structure was identical for both projects, we first present the workshop
agenda and design, and then discuss the results and impact on each project in separate chapters.
      </p>
      <sec id="sec-4-1">
        <title>4.1. Workshop Agenda and Design</title>
        <p>
          Based on our experience and knowledge of other and especially our own internally used
creativity workshops, we decided to start the workshops with brainstorming methods and open
discussion sections. This creates the needed awareness level of the problem that the workshop
is dealing with, to create creative ideas. The objective was for each participant to have a clear
understanding of the needs they wished to fulfill. Afterwards, the existing comics can be
extended with the found details or new comics can be derived. The workshop is therefore
divided into three agenda points. The first two deal with understanding the problem and
solution space, while the last uses the knowledge gained, to create the process. The workshop
primarily involved group work, but individual brainstorming and discussions within the entire
group were also incorporated. The process is closely aligned with the design thinking approach
[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Figure 1 compares the design thinking approach with the workshop agenda.
First agenda part: In accordance with the principle of ‘understand the problem first and then
find solutions for it’, our initial approach was to establish a shared understanding of the as -is
situation to ensure that all participants would be working within the same problem space. As a
result, we would be able to build a clear problem statement, that would lead into an efficient
idea generation, the second part of the workshop. The moderation team used the first part as a
checkup to see, if the made assumptions about the problem are correct.
        </p>
        <p>Second agenda part: The subsequent step of the design thinking-oriented agenda placed
emphasis on obtaining input from the participants, through the process of idea generation and
gathering. Building upon the previously mentioned defined problem, the objective was to gather
a multitude of suggestions and details about the usage of the planned software. We gathered
this input through three different agenda parts, focusing on the content needed for the end user,
but also on how this input should be prepared f or optimal learning. The methods for this were
based on brainstorming, like the problem-setting part. This part prepared all the necessary
contextual information and ideas for the creation of the comics themselves and, most
importantly, created an awareness of the right solution space among the participants.
Third agenda part: The last part of the workshop involved the creation of a comic, which aimed
to depict how individuals would utilize the product. In the two other parts, enough ideas have
been gathered, that could now be transformed into one idea. This part followed the process as
described in the Cartooneering in Workshops chapter. Regarding the materials used; all teams
were given the comic tiles at the beginning of this part. The images were modified by blocking
out text passages such as speech or thought bubbles. It was important for us to create a situation
where the participants had as much freedom as possible to create their own comic. The teams
had to add their own text, arrange the images in a logical comic sequence, and add UI sketches.
This would allow us to do an A/B comparison with the original comics to test our assumptions.
During the creation process of each team, the order and context of their work was analyzed by
the workshop moderators. Based on the stories created so far, the teams were given the
challenge cards to solve problems, that the moderators saw. The workshop ended with a short
discussion of each comic created.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <sec id="sec-5-1">
        <title>5.1. Project: Kindergarten Educational Offers</title>
        <p>The first project in which the workshop design was applied aims on providing a digital
platform for connecting providers of educational offers to kindergartens or vice versa.</p>
        <p>As we were mostly interested in details of the process the participants were given two
comics showing a single scenario from different perspectives. In many places the participants
used UI templates to outline functions of the future product in more detail. These UI Sketches
provided a very detailed insight into the stakeholders needs and expectations. It became clear
that the application should be available on all devices and not only on mobile devices which
was an initial assumption in the project. In addition, one group developed a new feature
resembling an offer pool and integrated it into the existing comic by creating their own comic
panels. Before, only requests for desired services were planned. In this context, both groups
highlighted the importance of filters and categories to easily find the right offers. Working with
the comics also allowed further important issues to be developed, such as the question of
qualification of providers. Furthermore, the groups were allowed to change the dialogs or the
written elements on the comic. This led to the identification of a slightly different scenario.</p>
        <p>The results of the workshops provided a more detailed picture of the previously developed
product vision. Existing ideas were refined and visualized. In addition, new functions and topics
were discovered. Furthermore, we were able to verify and detail the process involved in and
around the product.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Project: Providing Digital Competencies for Digital Novices</title>
        <p>The second project, in which Cartooneering was used in workshops, also aims to create a
digital platform, but in this case with a general educational purpose for the citizens of the
region. The workshops were held with digitally proficient people, who would offer their
knowledge; and citizens in general, that would need/want to consume knowledge, but could
also offer it.</p>
        <p>Cartooneering makes it possible to visualize emotions and interactions between the different
users/user groups. Applying the results of it into a workshop concept and give the participants
the freedom to extend and change the comics that were created with it had a positive impact
on the understanding of the product and how its vision should look like.</p>
        <p>The evaluation of the workshop made clear, that in general, the participants created comics
that were very similar to the comics created before the workshop. But with the help of the
workshop concept, we were able to empower the participants to give more details about that
actual process, how they would use it to solve their problems and how they would apply it into
their daily lives. Figure 2 shows a comic before the workshop in comparison to a version that
was supplemented with further details based on the workshop results.</p>
        <p>The results are detailed information about the interactions between user groups and the
upcoming solutions that were not known before. Also, it was made clear, that the social aspect
of the solution is one of the biggest challenges. The usage of the emotional elements of
Cartooneering stated clear, that the ‘feeling of cohesion’ and the ‘community thought’ are key
elements, to make the solution attractive and usable.</p>
        <p>In summary, a lot of useful information was identified that made it clear how citizens need and
want to interact with others. Questions regarding this were identified that were not known
before.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>This paper introduces the use of comics side by side with paper prototyping in combination
with process modelling as an approach that provides non-technical stakeholders without
software engineering knowledge an easy way to define scenarios for software projects. By using
proto-personas, visual storytelling and tangible paper elements, the team can enhance their
ability to effectively communicate the core vision of the planned software. Using comics
enhances the understanding of stakeholders, processes, and the software vision. This helps to
bring the user journey to the forefront and fosters a better understanding among team members.
The user-centered approach ensures that the vision being designed fits the user needs and
allows to capture aspects of the system that have not been considered before.</p>
      <p>The use of comics provides an engaging and interactive way to convey information, leading
to clearer and more effective communication among team members and stakeholders. It breaks
down complex ideas into tangible comic snippets, making it easier for different stakeholders to
understand and contribute to the software project. Using images side by side with moderation
cards or UI snippets allows stakeholders to define the processes they need. Furthermore, it offers
an easy-to-understand modeling process without requiring knowledge of a modeling language.</p>
      <p>One challenge in drawing comics to visualize the scenario can be the lack of classification of
the predefined elements. This can also have a negative impact on the workshops, as the
participants lack tools to simplify their tasks. To overcome this hurdle, the use of pre -made,
tangible paper elements can be employed to assemble a comic to a substantial extend instead of
drawing it. While this approach reduces the barriers to expressing a scenario through drawing,
it also presents the challenge of having a limited number of predefined elements. This limitation
may result in missing elements during the work process. Therefore, a disadvantage of this
approach is the inability to predefine an unlimited number of elements, requiring some form of
classification for the predefined elements.</p>
      <p>We explored scenarios with end users to validate assumptions about the solution process
and user needs. A notable lesson learned emerged when comparing the workshops in the two
use cases. In situations where there are only a few uncertain assumptions about software
interactions, it is advisable to black out text elements, such as speech bubbles, during the
workshop. This approach helps avoid getting caught up in detailed issues and instead provides
insights into the high-level process. Conversely, when assumptions about interactions are more
certain, integrating speech bubbles as text elements allows for validation and concretization of
processes at a more detailed level.</p>
      <p>
        The application of Cartooneering should be tailored to the specific needs, timelines, and
expertise levels of the team. Considering these findings, the observations of Foehrenbach and
Heldstab [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] are particularly relevant. They discuss the issue of requirements fragmentation
in ‘User Story Mapping’ techniques and highlight the challenges it poses in maintaining an
integrated product vision. Despite its usefulness in bridging gaps between usability methods
and requirements, this point resonates with the drawback of balancing high-level overviews
with detailed insights. Furthermore, Amna and Poels [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], emphasize the limited scope of
research on ‘User Story Mapping’ techniques. They point out the need for more comprehensive
studies and systematic reviews. This gap in the literature underscores the need for a deeper
understanding and refinement of usability methods as tools.
      </p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusion and Future Work</title>
      <p>This paper presented our experience with applying Cartooneering in a workshop scenario.
The use cases presented show that the use of Cartooneering in vision workshops is an easy way
to enable stakeholders without software engineering knowledge to define scenarios for
software projects. Furthermore, people which do not have advanced drawing skills were able
to use Cartooneering. The knowledge of the stakeholders is incorporated and a common
understanding of the software vision is created (RQ1). To achieve this, the workshops must be
planned in such a way that they suppo rt the understanding and clarification of the problem
area and the identification of initial ideas that could solve the problems. Aligning the workshop
agenda with the design thinking principle helps to prepare the participants so that they have
sufficient knowledge to use storyboarding techniques effectively and efficiently (RQ2). The
workshops showed that the best results were achieved by using different tools. The combination
of pre-built comic panels with moderation cards and UI snippets allows participants to
customize the scenarios and detail the processes (RQ3).</p>
      <p>
        The Cartooneering approach forms the basis for further development and extension. As
discussed, the implementation of a classification system is essential to facilitate a meaningful
selection of design dimensions and pre-built elements. A classification system could help to
organize and categorize relevant design options and prefabricated elements, enabling a more
efficient design process. Consequently, a promising area for future research is the integration
of a Morphological Box [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] as a comprehensive tool and construction kit to support software
engineers in the systematic creation of vision comics. This approach would provide a set of
design dimensions and selectable elements that serve as a roadmap for comic development. By
integrating a Morphological Box into the Cartooneering method, software engineers would
have a structured approach to tackle the complexity of vision development in software design.
The goal is to encourage creativity and accuracy in the software development pro cess by
creating diverse and original vision comics.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>The research described in this paper was performed as part of the project
Smarte.Land.Regionen (grant no.: 2818SL001) of Federal Ministry of Food and Agriculture
(BMEL). We would also like to thank Michelle Turner for linguistic revision.
[23] F. Zwicky, The Morphological Approach to Discovery, Invention, Research and
Construction, in: 1967. https://doi.org/10.1007/978-3-642-87617-2_14.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>O.</given-names>
            <surname>Karras</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Schneider</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.A.</given-names>
            <surname>Fricker</surname>
          </string-name>
          ,
          <article-title>Representing software project vision by means of video: A quality model for vision videos</article-title>
          ,
          <source>Journal of Systems and Software</source>
          <volume>162</volume>
          (
          <year>2020</year>
          ). https://doi.org/10.1016/j.jss.
          <year>2019</year>
          .
          <volume>110479</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>T.J.</given-names>
            <surname>Halloran</surname>
          </string-name>
          ,
          <source>The Fog of Software Design, IEEE Softw</source>
          .
          <volume>38</volume>
          (
          <year>2021</year>
          )
          <fpage>132</fpage>
          -
          <lpage>135</lpage>
          . https://doi.org/10.1109/MS.
          <year>2021</year>
          .
          <volume>3056937</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>N.</given-names>
            <surname>Bartels</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Wieringa</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Koch</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Villela</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Suzumura</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Gordijn</surname>
          </string-name>
          ,
          <article-title>Using Tangible Modeling to Create an e3value Conceptual Model for Digital Ecosystems</article-title>
          , in: B.S. Barn,
          <string-name>
            <surname>K.</surname>
          </string-name>
          Sandkuhl (Eds.),
          <source>The Practice of Enterprise Modeling</source>
          , Springer International Publishing, Cham,
          <year>2022</year>
          : pp.
          <fpage>134</fpage>
          -
          <lpage>148</lpage>
          . https://doi.org/10.1007/978-3-
          <fpage>031</fpage>
          -21488-
          <issue>2</issue>
          _
          <fpage>9</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>S.A.</given-names>
            <surname>Scherr</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Storck</surname>
          </string-name>
          , Cartooneering - lass
          <source>uns doch mal Comics probieren!</source>
          , (
          <year>2023</year>
          ). https://doi.org/10.18420/MUC2023-UP-493.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>M.B.</given-names>
            <surname>Rosson</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.M.</given-names>
            <surname>Carroll</surname>
          </string-name>
          ,
          <article-title>Usability engineering: scenario-based development of humancomputer interaction</article-title>
          , Morgan Kaufmann Publishers Inc., San Francisco, CA, USA,
          <year>2001</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>K.N.</given-names>
            <surname>Truong</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G.R.</given-names>
            <surname>Hayes</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G.D.</given-names>
            <surname>Abowd</surname>
          </string-name>
          ,
          <article-title>Storyboarding: an empirical determination of best practices and effective guidelines</article-title>
          ,
          <source>in: Proceedings of the 6th Conference on Designing Interactive Systems</source>
          , ACM, University Park PA USA,
          <year>2006</year>
          : pp.
          <fpage>12</fpage>
          -
          <lpage>21</lpage>
          . https://doi.org/10.1145/1142405.1142410.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>A.</given-names>
            <surname>Wikström</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Verganti</surname>
          </string-name>
          ,
          <article-title>Exploring storyboarding in pre-brief activities</article-title>
          , in: 2013. https://api.semanticscholar.org/CorpusID:55238574.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>E.</given-names>
            <surname>Laurenzi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Hinkelmann</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Montecchiari</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Goel</surname>
          </string-name>
          , Agile Visualization in Design Thinking, in: R. Dornberger (Ed.),
          <source>New Trends in Business Information Systems and Technology</source>
          , Springer International Publishing, Cham,
          <year>2021</year>
          : pp.
          <fpage>31</fpage>
          -
          <lpage>47</lpage>
          . https://doi.org/10.1007/978-3-
          <fpage>030</fpage>
          -48332-
          <issue>6</issue>
          _
          <fpage>3</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <article-title>[9] Every great experience starts with a great story, SAP AppHaus (n</article-title>
          .d.). https://apphaus.sap.com/resource/scenes (accessed
          <source>January 26</source>
          ,
          <year>2024</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>M.</given-names>
            <surname>Haesen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Meskens</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Luyten</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Coninx</surname>
          </string-name>
          ,
          <article-title>Draw me a storyboard: incorporating principles &amp; techniques of comics</article-title>
          , in: British Computer Society Conference on HumanComputer Interaction,
          <year>2010</year>
          . https://doi.org/10.14236/ewic/HCI2010.18.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>M.F.B.B.M. Zanan</surname>
            ,
            <given-names>M.S.A.</given-names>
          </string-name>
          <string-name>
            <surname>Aziz</surname>
            ,
            <given-names>A</given-names>
          </string-name>
          <string-name>
            <surname>Review On</surname>
          </string-name>
          <article-title>The Visual Design Styles In Data Storytelling Based On User Preferences And Personality Differences</article-title>
          ,
          <source>in: 2022 IEEE 7th International Conference on Information Technology and Digital Applications (ICITDA)</source>
          , IEEE, Yogyakarta, Indonesia,
          <year>2022</year>
          : pp.
          <fpage>1</fpage>
          -
          <lpage>7</lpage>
          . https://doi.org/10.1109/ICITDA55840.
          <year>2022</year>
          .
          <volume>9971409</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>J.</given-names>
            <surname>Zhao</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Xu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Chandrasegaran</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Bryan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Du</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Mishra</surname>
          </string-name>
          ,
          <string-name>
            <given-names>X.</given-names>
            <surname>Qian</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Li</surname>
          </string-name>
          ,
          <string-name>
            <surname>K.</surname>
          </string-name>
          -L. Ma, ChartStory: Automated Partitioning, Layout, and
          <article-title>Captioning of Charts into Comic-Style Narratives</article-title>
          ,
          <source>IEEE Trans. Visual. Comput. Graphics</source>
          <volume>29</volume>
          (
          <year>2023</year>
          )
          <fpage>1384</fpage>
          -
          <lpage>1399</lpage>
          . https://doi.org/10.1109/TVCG.
          <year>2021</year>
          .
          <volume>3114211</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>J.</given-names>
            <surname>Zhang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Hao</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Li</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Sun</surname>
          </string-name>
          , L. Yuan,
          <article-title>StoryWizard: a framework for fast stylized story illustration</article-title>
          ,
          <source>Vis Comput 28</source>
          (
          <year>2012</year>
          )
          <fpage>877</fpage>
          -
          <lpage>887</lpage>
          . https://doi.org/10.1007/s00371-012-0702-3.
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>Z.</given-names>
            <surname>Wang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Dingwall</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B.</given-names>
            <surname>Bach</surname>
          </string-name>
          ,
          <article-title>Teaching Data Visualization and Storytelling with Data Comic Workshops, in: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems</article-title>
          , ACM, Glasgow Scotland Uk,
          <year>2019</year>
          : pp.
          <fpage>1</fpage>
          -
          <lpage>9</lpage>
          . https://doi.org/10.1145/3290607.3299043.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>S.</given-names>
            <surname>Dospan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Khrykova</surname>
          </string-name>
          ,
          <article-title>Visualization of Business Processes Through Data Comics</article-title>
          , in: I. Ilin,
          <string-name>
            <surname>M.M. Petrova</surname>
          </string-name>
          , T. Kudryavtseva (Eds.),
          <source>Digital Transformation on Manufacturing, Infrastructure &amp; Service</source>
          , Springer Nature Switzerland, Cham,
          <year>2023</year>
          : pp.
          <fpage>745</fpage>
          -
          <lpage>758</lpage>
          . https://doi.org/10.1007/978-3-
          <fpage>031</fpage>
          -32719-3_
          <fpage>56</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <surname>D.M.R. Barros</surname>
            ,
            <given-names>L.R.</given-names>
          </string-name>
          <string-name>
            <surname>Begosso</surname>
            ,
            <given-names>J.A.</given-names>
          </string-name>
          <string-name>
            <surname>Fabri</surname>
          </string-name>
          ,
          <string-name>
            <surname>A. L'Erario</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          <article-title>Flor da Rosa, The use of Comic Books in the Software requirements specification</article-title>
          ,
          <source>in: 2016 11th Iberian Conference on Information Systems and Technologies (CISTI)</source>
          ,
          <year>2016</year>
          : pp.
          <fpage>1</fpage>
          -
          <lpage>6</lpage>
          . https://doi.org/10.1109/CISTI.
          <year>2016</year>
          .
          <volume>7521557</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <surname>D.M.R. Barros</surname>
            ,
            <given-names>L.R.</given-names>
          </string-name>
          <string-name>
            <surname>Begosso</surname>
            ,
            <given-names>J.A.</given-names>
          </string-name>
          <string-name>
            <surname>Fabri</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <article-title>L'Erario, The use of comic strips in the teaching of software engineering</article-title>
          ,
          <source>in: 2017 IEEE Frontiers in Education Conference (FIE)</source>
          , IEEE, Indianapolis, IN,
          <year>2017</year>
          : pp.
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          . https://doi.org/10.1109/FIE.
          <year>2017</year>
          .
          <volume>8190537</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>J.</given-names>
            <surname>Ross</surname>
          </string-name>
          ,
          <source>The Business Value of User Experience</source>
          , (
          <year>2014</year>
          ). https://www.infragistics.com/media/335732/the_business
          <article-title>_value_of_user_experience3.pdf (accessed February 8,</article-title>
          <year>2024</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>R.K.</given-names>
            <surname>Yin</surname>
          </string-name>
          ,
          <source>Case study research: design and methods</source>
          , 4. ed., [Nachdr.],
          <string-name>
            <surname>Sage</surname>
          </string-name>
          , Los Angeles, Calif.,
          <volume>20</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <given-names>R.</given-names>
            <surname>Razzouk</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Shute</surname>
          </string-name>
          , What Is Design Thinking and Why Is It Important?,
          <source>Review of Educational Research</source>
          <volume>82</volume>
          (
          <year>2012</year>
          )
          <fpage>330</fpage>
          -
          <lpage>348</lpage>
          . https://doi.org/10.3102/0034654312457429.
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <given-names>S.</given-names>
            <surname>Foehrenbach</surname>
          </string-name>
          ,
          <string-name>
            <surname>C.</surname>
          </string-name>
          <article-title>Heldstab, User Story Mapping: The Hands-on Course</article-title>
          ,
          <source>in: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems</source>
          , ACM, Denver Colorado USA,
          <year>2017</year>
          : pp.
          <fpage>1217</fpage>
          -
          <lpage>1219</lpage>
          . https://doi.org/10.1145/3027063.3027095.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <given-names>A.R.</given-names>
            <surname>Amna</surname>
          </string-name>
          , G. Poels,
          <article-title>Systematic Literature Mapping of User Story Research</article-title>
          , IEEE Access
          <volume>10</volume>
          (
          <year>2022</year>
          )
          <fpage>51723</fpage>
          -
          <lpage>51746</lpage>
          . https://doi.org/10.1109/ACCESS.
          <year>2022</year>
          .
          <volume>3173745</volume>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>