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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Design Thinking Knowledge Graphs</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anca Moldovan</string-name>
          <email>anca.moldovan@econ.ubbcluj.ro</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Robert Andrei Buchmann</string-name>
          <email>robert.buchmann@econ.ubbcluj.ro</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Babeş-Bolyai University</institution>
          ,
          <addr-line>Teodor Mihali 58-60, Cluj-Napoca 400591</addr-line>
          ,
          <country country="RO">Romania</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2026</year>
      </pub-date>
      <abstract>
        <p>The Design Thinking (DT) practice encompasses a tacit Knowledge Management framework and a participatory ideation workshop format. As a structured workshop, its phases produce artifacts that facilitate case-specific knowledge capture and ideation refinement - from empathized pains and gains to prototyped behavior, typically intended to be implemented in products, services or work procedures. DT practitioners follow a pragmatic mission of workshop facilitation to enforce decision-making and idea commitment among the present stakeholders. There is, however, a gap in terms of a Knowledge Management strategy, as practitioners follow a manual approach of handling volatile DT artifacts - sticky notes, voting dots, sketches that are used and dismissed once conclusions are reached. Audio-video documentation may serve for archiving, but not for granular semantic distinctions and retrospective traceability; on-line tools provide graphic digital boards, but their focus is on participatory experience and communication, not on knowledge representation. This work proposes that model-driven Knowledge Graphs can act as a knowledge externalization tool to capture the conceptual framework underlying Design Thinking workshop and content management, thus potentially bridging the gap between DT workshop deployment and its cognitive framework function. A tacit conceptualization can be detected when inspecting the DT stages and taxonomy of artifacts - we hereby propose a Knowledge Graph design to externalize this conceptualization, while also mimicking the visual appearance and user experience of digital boards with the help of a DSML (domain-specific modeling language). Together they are intended to fulfil both the visualization and knowledge structuring functions of DT-based innovation boards.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Design Thinking</kwd>
        <kwd>knowledge graphs</kwd>
        <kwd>participatory ideation</kwd>
        <kwd>idea scoring</kwd>
        <kwd>DSML</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Design Thinking (DT) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is a collaboration practice executed through semi-structured workshops
that follow specific phases and produce artifacts typically documented with the help of physical items
– e.g. sticky notes, cardboard figurines. These items are manipulated across "innovation boards"
workspaces that provide some notion of content grouping, color-coded distinctions, and refinement
stages. More recently and partly motivated by the pandemic, digital collaboration tools enabled online
participation in such workshops, replacing physical artifacts with digital items that must be dragged and
dropped across digital boards and virtual containers. Such online tools are mostly participatory usability
facilitators, supporting the accumulation and layout of graphical elements, leveraging visual cues and
content grouping that mimic the physical innovation boards. However, they lack machine-readable
semantic distinctions and an integrative conceptual model encompassing all items, in terms of the tacit
knowledge of the DT facilitators - acquired through personal training and experience.
      </p>
      <p>
        At the other end of the knowledge acquisition spectrum, Knowledge Graphs (KG) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] are a means of
structuring and representing knowledge assets in semantic networks of associations governed by a
conceptual model (vocabulary or ontology) that is shared within a domain of knowledge or practice.
They are suficiently formal to be processed by machines through querying and deductive reasoning,
lately also advocated in tandem with generative AI, in various Graph RAG integration patterns [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], or
as a representation format for model-based Digital Twins [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Digital Twins of the Design Thinking
experience have been proposed in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] with the aim of capturing haptic storyboarding content from
physical DT environments. That proposal shares with our project the idea of employing domain-specific
modeling languages (DSMLs) for knowledge capture – in their case, to provide a visual canvas for
ifgurine-based scenario building. However, the focus there is not on capturing the DT domain-specificity,
but the specificity of the application area; moreover, it does not have in scope a KG treatment.
      </p>
      <p>Domain-specific diagrammatic modeling shares with the DT digital boards the bi-dimensional canvas
and the dragging-dropping usage experience, but also adds through meta-models a governing knowledge
structure to enable traceability and semantic annotation. These can be leveraged by Knowledge
Management Systems, underlying a potential Knowledge Management capability that could augment
the DT practice. While using a DSML can mimic the content accumulation experience on a diagrammatic
canvas, Knowledge Graphs can preserve semantic distinctions and relations of those content items. This
tandem enables retrospective analysis and semantic traceability over a repository of DT content across
diferent sessions, projects, or gravitating around a solution-seeking (product development) efort.</p>
      <p>
        Therefore, the nature of this research fits the Design Science paradigm [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] due to the artifact-oriented
nature and the prescriptive solution sought by the research questions. These are formulated below in
accordance with the taxonomy of the DSR questions from [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]:
      </p>
      <p>RQ1 How can we represent the knowledge a DT facilitator applies during a DT workshop and associated
content management, to enable retrospective Knowledge Management capabilities?</p>
      <p>RQ2 How can we build and operationalize means for capturing such knowledge representations, while
mimicking the traditional digital board innovation experience of on-line DT tools?</p>
      <p>For the first question, we designed a Knowledge Graph that incorporates items collected on digital
DT boards, distinguished by their practice-specific semantics, workshop phases and dependencies (i.e.
who contributed what). To answer the second question, we resort to model-driven engineering and
build a DSML that partly mimics the visual user experience of dropping items on color-coded digital
DT boards to produce the KG design proposed for the first question.</p>
      <p>
        The work was initially introduced as a doctoral consortium vision paper in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], later extended in
a workshop paper that introduced a BPMN extension for Design Thinking [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] - i.e. focusing on the
procedural aspects of managing a DT event. The new version presented in this paper shifts focus
towards the KG treatment and a DSML that has less of a procedural nature, aiming to capture the
semantic network of associations between content objects and their contributors, to populate a KG
design proposal tailored to concrete competency questions.
      </p>
      <p>The remainder of the paper is structured as follows: Section 2 will advocate the convergence of
DT and Knowledge Management Systems with the help of KGs and will formulate the proposal as a
Design Science problem. Section 3 will motivate the problem based on authors’ own experience as a
DT facilitator. Section 4 will formulate the design proposition for the KG and the DSML, illustrated
through some SPARQL queries as proxy for competency questions. The paper will continue with
comments on related works pointing to an on-going preoccupation for conceptualizing the ideation
and solution-seeking activities. Conclusions and outlook on future work will wrap up the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Design Thinking and Knowledge Management Systems: A Proposed</title>
    </sec>
    <sec id="sec-3">
      <title>Convergence</title>
      <p>
        Knowledge Graphs [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] have been developed for many domains or specialized for enterprise-specific
systems, but there is still a lack of contributions employing them in the conceptualization of the
Design Thinking framework. Although DT is essentially a cognitive framework [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] concerned with
co-evolving problem/solution spaces [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], it is pragmatically trained and deployed as a templated
workshopping practice [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. During execution, DT workshops rely on the tacit knowledge of facilitators
transferred through socialization, on the problem domain knowledge of participants and on
templatesupported manipulation of content objects (depicting ideas, preferences or other aspects pertaining
to the problem/solution spaces). This collaborative experience has commonalities with enterprise
modeling practices such as participatory modeling [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] or "modeling conferencing" sessions [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], but it
lacks both an explicit metamodel to govern the knowledge capture activities and the semantics-driven
tooling to allow the knowledge to be leveraged in Knowledge Management Systems; our work intends
to fill this gap on both method and tooling level.
      </p>
      <p>
        Balancing semi-procedural execution and creative content emergence, a DT workshop is both a
stepwise process of a semi-structured kind (hence our attempt to apply a BPMN modeling lens in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ])
and a collaboration-driven network of contributions that are refined and accumulated through staged
interactions between stakeholders, under facilitator guidance. The manipulation of DT content objects
on "innovation boards" enhances presentation and communication through color/shape/containment
distinctions, but fails to ensure machine-readable semantic traceability – which would be a core
requirement in any Knowledge Management System. The desideratum of augmenting Innovation Management
with Knowledge Management [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] can leverage the semantic network of content objects acquired over
a series of DT workshops or sessions, enabling a range of knowledge work cases - retrospective analysis,
ideation analytics and Idea Scoring, machine reasoning over a corpus of semantically-distinguishable
content items in relation to solution-seeking projects and their stakeholder participation.
      </p>
      <p>
        In terms of Nonaka’s knowledge conversion cycle [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], DT relies heavily on socialization. Once
an individual workshop’s objectives are achieved, knowledge of how those objectives were achieved
remains volatile, at best documented in audio-video recordings for archiving purposes, but lacking any
semantic traceability or granularly engineered context. This shortcoming is especially noticeable when
the need for Idea Scoring arises, when many alternative ideas from multiple DT sessions must be ranked
and documented in a catalog that can serve prioritization, budgeting, and general traceability e.g. what
exactly was the motivation of an idea, what alternative idea paths worth revisiting have been raised.
      </p>
      <p>Considering this gap, our design-oriented research (not only in terms of the DT application domain,
but also as a Design Science efort) proposes that such a Knowledge Management capability should be
built on a conceptualization of the DT workshopping and content management experience. We introduce
a treatment where Knowledge Graphs and DSMLs are employed in tandem to enable both granular
knowledge capture and storage as semantic networks. The work is motivated by extensive empirical
experience of the first author with more than 80 DT workshops where the shortcoming of not having
available a Knowledge Management capability manifested downstream along Innovation Management
processes, constraining their flexibility and impact. Recognizing this, we reflect on the ontological
structures that govern the DT workshop and cognitive framework, the taxonomy of artifacts/content
items that DT produces, and the granular semantic associations emerging between them.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Problem Identification</title>
      <sec id="sec-4-1">
        <title>3.1. Problem Context and Background</title>
        <p>
          Developed and popularized by the design consultancy IDEO [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], the DT approach has gained traction
beyond the design domain, becoming a key methodology in business schools and corporate
ResearchDevelopment departments to drive innovation by managing ideation pathways.
        </p>
        <p>
          DT follows (and iterates through) a sequence of stages, each employing a variety of heterogeneous
tools contributing to a fragmented experience (37 tools and methods identified in [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]). DT workshops
produce specific artifacts and outcomes contributed by a multi-disciplinary team – ideas, idea
refinements or depictions (e.g. storyboards), preference statements (e.g. votes and prioritization cues). An
alternation of Divergence and Convergence activities is typically imposed in most workshop stages
– Divergence for stimulating heterogeneous creative contributions and Convergence for clustering,
prioritization and commitment through voting and filtering techniques.
        </p>
        <p>One widely adopted DT macro-process follows five phases:
1. Empathize – This phase focuses on understanding needs, based on methods such as interviews,
stories, focus groups to identify perceptions and perspectives and their subjective importance to the
target stakeholders. The templated toolset typically includes the Persona user profiling and associated
Empathy Maps. This supports the collection of demographic context attributes and associations to
Pains, Gains or other empathy aspects – e.g. what stakeholders represented by a Persona are expected
to see, hear, do and generally experience.</p>
        <p>2. Define – This phase focuses on scoping the problem and framing the problem statement around
insights derived from the empathizing stage, considering the weighted importance for the targeted
audience. HMW questions (How might we...?) or user stories typically support granular decompositions
of problem statements at this stage.</p>
        <p>3. Ideate – This phase generates diverse potential solutions, through approaches like brainstorming
and mind mapping. Divergence of ideas is alternated with convergence by clustering and voting to
achieve commitment to a short list of solution proposals to be considered for prototyping.</p>
        <p>
          4. Prototype – This phase creates tangible or mock-up representations of selected ideas to provide
impressions that can collect feedback, and to refine them accordingly. Visual representations can include
storyboards linked to process diagrams (e.g. the Scene2Model approach [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]) to depict the behavior, the
user interaction or the customer journey to be provided by an envisioned solution.
        </p>
        <p>5. Test – This phase focuses on evaluating "prototypes" with users, gathering feedback and iterating for
refinements. This implies sizing the efort to turn solution propositions into reality, scoring alternative
ideas, and possibly revisiting alternative ideation pathways for future workshops or iterations – here
the need for analysis and traceability addressed by our work explicitly comes to surface and extends
into the post-workshop reflection and retrospectives.</p>
        <p>
          In the context of innovation decision-making, Idea Scoring is a class of analytical methods for
evaluating and prioritizing ideas based on specific criteria [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] - factors such as feasibility, desirability,
cost-efectiveness, potential impact. Idea analytics relates to the emergent ideation performed during
DT workshops and to broader innovation management in general. The scoring and traceability of
ideas can benefit from the engineering of an innovation context (who, what, where, when) [ 21]. Our
work presumes that this context can be enriched by the ideation process where the ideas are gleaned
from, i.e. the originating DT workshop of any solution idea and the content items being produced
and refined there – persona-based rationale, pain points that motivated an idea, stakeholders who
expressed preference for it, process diagram that represents it. This aspect reclaims a Knowledge
Management capability to maintain an explicitly engineered ideation context. Context engineering
has been a long-term concern in enterprise modeling [22] and we believe it can be transferred to the
problem-solution mappings of DT, a practice that actually resides in the semantic space of enterprise
systems and was often tackled from an enterprise modeling perspective [
          <xref ref-type="bibr" rid="ref19">19, 23</xref>
          ].
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Experience-based Insights</title>
        <p>This research was informed by two decades of the first author’s experience in business consulting,
particularly in the area of product and service development across ITC, telecommunications, fast moving
goods, and NGOs. During this time a recurring challenge has become evident - the lack of conceptual
clarity and granularity regarding the diferent stages that constitute the creative solution development,
the dependencies, content flows and taxonomies of artifacts involved in DT. Some central questions
that arise in business innovation strategies are: How does an organization select the most appropriate
innovation for investment? How does it fall back to alternatives and how can it look back to the semantic
context that generated innovative ideas? The principles of innovation investment decision-making remain
remarkably similar across sectors and enterprise types - funding allocation and execution hinge not
only on the strength of the business case, but also on the organization’s ability to prioritize innovation
and manage the knowledge generated around it.</p>
        <p>Organizations are often confronted with competing financial imperatives - the dilemma typically
revolves around whether to allocate resources toward cutting-edge technological advancements,
enhancing operational agility, improving customer experience, or other strategic financial investments. In such
trade-ofs, the empathized aspects (Pains/Gains), the HMW questions become traceable properties that
characterize and distinguish diferent innovation ideas. However, despite the existing semi-structured
idea co-creation processes, Innovation Knowledge Management and evaluation faces a gap between
the environment where the innovation was fostered (Design Thinking) and where it is evaluated for
implementation. The consequences of this are redundant iterations of similar ideas, unstructured and
untraceable feedback mechanisms, loss of context, ultimately leading to ineficient resource allocation.</p>
        <p>Over the past years, a series of more than 80 DT workshops involving the first author across
diverse domains — including customer journey mapping, communication strategy development, and
organizational restructuring — has provided occasions for observing this gap, and for reflecting on the
meta-concepts involved in the DT experience as innovation enabler.</p>
        <p>Figure 1 shows some exemplary artifacts manipulated during physical DT workshop deployments –
post-its, cardboard figures, voting dots, grouping devices, color-coding and labeling – are spread across
"innovation boards" and workspaces. Digital DT tooling also focuses on mimicking a similar experience.
In our work, we propose a DSML-based approach was chosen because diagrammatic modeling can also
mimic that user experience of dragging, dropping, grouping and annotation visual items, but also adds to
the experience machine-readable distinctions governed by a domain-specific rigorous conceptualization.
In our case the domain is the DT practice itself and a conceptualization of it is iteratively refined into a
model and a Knowledge Graph schema to represent this practice.</p>
        <p>The ability to catalogue, score and semantically characterize ideas remains an underdeveloped aspect
of contemporary Innovation Management. Our proposal can enable semantically richer, contextualized
idea capture - by integrating DT principles with Knowledge Management Systems as defined in [ 24],
organizations can navigate the complexity of ideation practices and their problem-solution mapping
eforts. Contributing to that, Idea Scoring can bring metadata and evaluation criteria to be aggregated
while navigating the captured knowledge - in Table 1 we show a simplified example of an idea’s
evaluative annotations drawn from series of past DT workshops; such criteria can accompany and
guide the idea refinement efort, or can inform retrospective reporting on past annotated ideas.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Model-driven Knowledge Graphs for Design Thinking</title>
      <sec id="sec-5-1">
        <title>4.1. Knowledge Graph Competence and Design Decisions</title>
        <p>As we intend to develop a modeling method that streamlines a DSML and a KG schema to capture
DTspecific knowledge while mimicking the visual content management of digital innovation boards, the
best methodological fit is the framework of Design Science Research (DSR) [ 25]. Therefore, the design
problem is formulated according in DSR terms: we aim to close the gap between Knowledge Management
and Design Thinking practices (the problem context), by introducing a knowledge capture approach
based on KGs and a DSML (the proposed artifact), in order to operationalize the tacit conceptualization
of DT experience (the characteristics of the artifact) to satisfy the need for retrospective analysis, Idea
Scoring and aggregated reporting over a number of past DT experiences (the stakeholder goals).</p>
        <p>
          As an initial source of design decisions, we looked at constructs available on innovation board
templates (such as those in Figure 1) employed during the first author’s DT practice and traced their direct
dependencies: Persona boards help establish familiarity with a fictive profile (including demographic
data and concerns) of those impacted by the problem. Empathy Maps further structure the Persona
concerns and classify them across empathy aspects: what the persona stakeholders would see, hear,
think, what they would say and do in contexts where the problem manifests; empathy aspects end up
summarized as Pains and Gains. The How Might We boards collect questions that reformulate the Pains
and Gains into inquisitive phrasing to reveal more granular facets and problem sub-scopes that must be
prioritized before advancing to the discussion of actual solutions. Divergence and Convergence boards
collect solution propositions; in the Divergence phase, creativity and extrapolation are encouraged to
foster diversity of participant viewpoints; in the Convergence phase a collaborative qualitative filtering
reduces multitudes to candidates for subsequent prototyping. Idea annotation and scoring as suggested
by Table 1 can be involved to support certain ideas. The Prototyping boards collect representations of
actionable solutions for the candidate ideas; they can take the form of interface mock-ups, storyboards,
or even process diagrams for enhanced procedural rigor of the scenarios, as proposed in experimental
DT tooling such as Scene2Model1[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], but also in the convergence of business process-customer journey
modeling advocated in commercial tools[26].
        </p>
        <p>While template-based tools are valuable to stimulate user experience, their integration under a
common ontology remains underexplored and is the primary preoccupation of our research. Figure 2
shows how these constructs are semantically integrated into an RDF Knowledge Graph designed in the
early DSR iteration of this work. These are gleaned from the tacit knowledge of the DT practitioner,
but are not machine-readable semantic constructs available in their toolsets – a critical requirement for
Knowledge Management Systems. A KG treatment also opens the potential of aligning with BPMN
descriptions of the DT solutions, with diagrams incorporated as named graphs by resorting to
BPMNto-RDF conversion approaches experimentally available in both literature [27] and educational tooling
such (see Bee-Up2). To illustrate this, a miniature BPMN diagram is explicitly linked at the bottom of
Figure 2. Another asset that can be "semantically docked" in this structure are Idea Scoring annotations –
as metadata or comments collected during the DT workshop during filtering and convergence activities.
The application case illustrated here is (a real case) initiative to devise solutions for providing safe digital
experiences to children without afecting their digital skills. The solution selected for the example is that
of a gamified app that also educates children through quizzes, to allow them to recognize cyberthreats
while integrating the gamification approach with family routines. The knowledge structure is grouped
under a named graph representing a DT session further annotated with the project and enterprise
where the DT experience was deployed.</p>
        <p>Navigation of stakeholder involvement in ideation activities: Which ideas were voted on by a
particular stakeholder (e.g. John) and in which DT workshop session?
SELECT ?workshopSession ?idea</p>
        <sec id="sec-5-1-1">
          <title>1https://scene2model.omilab.org/ 2https://bee-up.omilab.org/activities/bee-up/</title>
          <p>WHERE {
GRAPH ?workshopSession{:John :actsIn [a :VoteEvent; :concerning ?idea]}
}</p>
          <p>Navigation of alternatives: Which are the alternate ideas (and their refined versions) tackling a
specific Pain point (e.g. :SchoolIsCareless), alternatives to a selected one (e.g. :GamifiedApp) in case it
hits a feasibility obstacle?
SELECT ?idea
WHERE
{
:SchoolIsCareless a :Pain; :callsForHMW/:inspires/:narrowedInto* ?idea
FILTER (?idea != :GamifiedApp)
}</p>
          <p>Tracing solution elements from their original motivation: What BPMN tasks are to be executed
to enact the ideas tackling a particular Pain point (e.g. SchoolIsCareless) of a particular Persona?
SELECT ?task
WHERE
{
:SchoolIsCareless a :Pain;
:callsForHMW/:inspires/:prototypedInto/:describedAsProcess ?g.</p>
          <p>GRAPH :metamodel {?g a :BPMNModel}
GRAPH ?g {?task a :BPMNTask}
}</p>
          <p>Tracing back outcomes to their original motivation: What is the persona (and its attributes)
whose Pain or Gain points inspired a specific idea (e.g. :GamifiedApp), and in which DT session did we
commit to that?
SELECT ?session ?persona ?prop ?value
WHERE
{
GRAPH ?session
{?persona a :Persona; :derivedEmpathy ?e; ?prop ?value. ?prop a owl:DataProperty.
?e a ?empathyAspect; :callsForHMW/:inspires :GamifiedApp.</p>
          <p>FILTER (?empathyAspect IN (:Pain, :Gain))}
}</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>4.2. Model-based Enabler for Capturing Design Thinking Knowledge Graphs</title>
        <p>
          One major challenge in KG management is how to build them without resorting to technical expertise
with KG standards like RDF. As contributors to the OMiLAB ecosystem [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], we traditionally use
diagrammatic tools built on the ADOxx meta-modeling platform – which also ofers a plug-in for
producing RDF named graphs out of domain-specific diagrams. The plug-in was introduced in [ 28], and
is adaptable, possibly with some SPARQL CONSTRUCT transformations, to any DSML implemented in
ADOxx. Figure 3 shows an exemplary diagrammatic design comprising several interlinked diagram
types, capable of producing the KG structure presented in Figure 2. At the same time, it tries to mimic
the digital board experience – of gradual linking, grouping of items and collecting voting dots by
dropping them into visual containers/boards. A workshop management view is provided as a high-level
summary of workshop sessions, with the participants and their involvement in DT-specific activities
such as voting/ideation sessions. Links across the diagrams ensure the semantic integration needed to
produce the knowledge structure (hyperlinks between the diagrams also become RDF graph edges).
        </p>
        <p>The metamodel governing this diagrammatic design is shown in Figure 4, partitioned in three new
model types of the propose DSML, and a BPMN legacy model type – i.e. the BPMN implementation
already available for ADOxx through the educational modeling tool Bee-Up3. The legacy BPMN
conceptualization is not detailed here, showing only its "semantic docking point" (see the model type
labelled as Pool of contributions. This inventory of artifacts provides visual connections between content
objects (e.g. which question inspired which idea towards which prototype) and refinement relationships
("narrowedInto") to preserve gradually refined versions of artifacts. The grey dots visible in the Pool of
contributions enable the linking of the other model types:
1. From the Workshop problem model type ("Persona-Empathy" in Figure 3) the empathy aspects
(Pains, Gains and the sensory categories) can be linked as the motivation and inspiration to pose the
HowMightWe questions. The Empathy Map is accompanied by a single Persona with its own data
properties - a non-explicit relationship links the Persona and the Empathy Map by their simple presence
in the same diagram (i.e. the visual proximity relation suggested by the metamodel, as the diagram
acts as an aggregator of its contents and this is further transferred to the RDF graphs). The digital
board experience of dropping elements in containers and color-coding can be noticed in Fig. 4, with
containment determining connectivity and typing of dropped elements into the Knowledge Graph.</p>
        <p>2. From the Workshop flow model type (labelled as "Participant and Events" in Figure 3) the
involvement of stakeholders (roles or instances) in the sequenced subsessions/events of each DT workshop
phase is annotated by an n-ary relationships – first visually connecting the participant to the subsession,
then hyperlinking this visual connection to the item that represents contribution or voting to/for specific
content objects artifacts present in the Workshop content model type.</p>
        <p>Several limitations are notable in the current version: Visually, as noticeable also in Figure 3, it fully
relies on repurposed symbols from the legacy Bee-Up modeling tool - i.e. with changed semantics
indicated by the metamodel. Future DSR iterations will be invested in tailoring a visual identity in line
with Moody’s principles for visual syntax [29]. The project currently focuses on language competency
supported by semantic queries and traceability; we also leave collaborative usability out of scope, as we
focus on the conceptual unpacking efort.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Related Work</title>
      <p>There is an extensive body of knowledge concerning the design-oriented preoccupation with
collaborative innovation methodologies [30], and their intersection with knowledge-driven innovation. For a long
time, DT practitioners have been proposing templated tools, even pointing to the need of an-notation
and scoring [31] however without resorting to a model-driven KG treatment. The KG approach has been
suggested at the Knowledge Management-Innovation Management intersection [32] [33], although
what is missing there is the pragmatic focus on the DT practice and experience.</p>
      <p>
        Efective problem-solution thinking is crucial for business-IT alignment, yet communication and
methodological gaps persist, requiring design-oriented contributions. Problem-solution chains [34] are
a recent proposition that is minimalist and not explicitly anchored in the DT experience. Participatory
enterprise modeling [35] has many aspects in common with the DT collaborative approach, the main
diference residing in the degree of formal refinement of concepts and the specificity of artifacts that
participants need to manipulate. Empirical investigations in how participatory enterprise modeling can
be organized reveal semantics and taxonomies that can be mapped to a process-centric collaborative
conceptualization approach [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Tangible business process modeling makes further steps towards the
physical collaboration setup employed by DT, aiming to make BPMN more accessible to non-experts
[36]. Our own previous work focused on a DSML that brings BPMN closer to DT processes and content
lfows, by relaxing its imperative style of modeling [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] – comparatively, in this paper the DSML is
designed more for alignment with a KG design, focusing on content objects and content flows rather
than workflows. Research on DSML-DT convergence shows an interest in the conceptual unpacking
of the DT experience [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]: in Scene2Model tool reported there, physical storyboards are digitized and
associated with BPMN treatment designs. The tooling was efectively implemented across various
research and industrial initiatives, as a key component of the OMiLAB Digital Ecosystem [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] which
also relies on the ADOxx meta-modeling environment similar to our work. Unlike the DSML hereby
proposed, Scene2Model does not aim to capture the DT cognitive framework and content roll-out,
only the "solution storyboards" through visual figurines. Our proposal also continues prior work on
visualization of Design Thinking assets with the help of DSMLs [23] [37] however such prior works
were only interested in visualization with diagrams as an end in themselves, not as mediators towards
populating DT Knowledge Graphs.
      </p>
    </sec>
    <sec id="sec-7">
      <title>6. Conclusions and Future Work</title>
      <p>
        The paper makes a design proposition for a DSML and a Knowledge Graph to structure the tacit
knowledge driving DT facilitation, considering the artifacts and contributions involved during a DT workshop.
Based on extensive experience of the authors with DT workshops, in both physical deployments and
digital innovation board usage, a conceptual unpacking efort took place under the DSR framework –
aiming to enable a Knowledge Management perspective on the DT experience. Future work aims to (a)
ifrst integrate this proposition with our earlier, process-centric and BPMN-based DSML [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], in order to
balance a workflow view and a content flow view; (b) secondly, we have to align the KG design with
the resulting multi-perspective DSML; (c) finally, we need to design a visual notation for the resulting
language instead of repurposing existing symbols (from the Bee-Up modeling tool). Afterwards, the
DSR evaluation phase will advance in line with the VVE evaluation framework introduced in [38] –
this will also involve looking at Knowledge Management use cases picked from industry partners to
inform iterative refinements of the proposed conceptualization.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>This PhD work is supervised by Prof. Dr. Robert Andrei Buchmann, at University Babeş-Bolyai,
Romania, in the Information Systems domain.</p>
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        <title>The author(s) have not employed any Generative AI tools.</title>
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