Dr Charles Martin
Last week I talked a bit about identity in HCI.
The maker identity is really relevant to me.
Making things to find out what, whether, how, and why.
Making as research methodology (Frayling, 1993; Zimmerman et al., 2007).
The framing this week around sketches and prototypes as different things with rules may not be something I agree with!
This is up to you, but it could have
Design Idea: An AR app on a mobile phone that allows mosaic makers to preview tiles before gluing. This can help to choose colours and preview placement and positioning before being fixed.
Talk: ✏️📓🖊️ What’s your sketching toolkit? How do you develop ideas?
Discuss with someone for 2 minutes then we’ll hear some answers.
I give you permission to buy expensive notebooks and pens for this course.
No.
Why not?
Is sketching still relevant when LLMs make implementation cheap?
Yes! (I argue).
Bill Buxton sez! So do it! (Buxton, 2007)
Do: Let’s sketch something (sound familiar?):
How can a magpie order takeaway online?
manifestation of an idea (Doorley et al., 2018), e.g.:
Filters: emphasise some aspects of a design, omit others. (Lim et al., 2008; Rogers et al., 2023, Box 12.2)
Manifestations: an external representation of the design (Lim et al., 2008; Rogers et al., 2023, Box 12.2)

So a sketch is a prototype? Which is it?
Buxton’s own answer: the difference is one of purpose, or intent — “a continuum, not an either/or proposition” (Buxton, 2007, Figure 52):
| a sketch is… | a prototype is… |
|---|---|
| evocative | didactic |
| suggest | describe |
| explore | refine |
| question | answer |
| propose | test |
| provoke | resolve |
| tentative | specific |
| noncommittal | depiction |
So: don’t ask “is this a sketch or a prototype?” — ask what it’s for.
It’s not just the prototypes, but how you use them!
Can we test a product that doesn’t exist?
| Type | Advantages | Disadvantages |
|---|---|---|
| low-fi | - quick revision - multiple ideas - good for communication - good proof of concept |
- limited error checking - poor specification for dev - facilitator driven - usability not clear - flow limitations |
| high-fi | - more functionality - more interactive - user driven - exploration and test - look and feel - marketing/convincing |
- hard work - time consuming to fix - inefficient for proof of concepts - could be mistaken for a product - could set poor expectations |
(adapted from Rogers et al. (2023); the original debate is Rudd et al. (1996))
Four criteria the tutors and I worked out for this course — a synthesis of ideas from the literature (Houde & Hill, 1997; Lim et al., 2008):
For Assignment 1, interactive, clear, focused matter most: show how the interaction works. We’ll return to all four when we prototype for evaluation later in the course.
Note: You’ll do this in the tutorial next week!
Instruction: Use this method for assignment 1!
wireframes are visual plans for a user interface focussed on structure.
Established part of UX design process. Can walk through details of an interactive system with stakeholders.
Warn: Don’t do this for assignment 1!
Make interactive systems quickly with a “sketching in code” mindset.
Fast, interactive, not good for “normal” web design.
Sketch in hardware.
Convincing to test with a “real” product, can be used in real-world experiences.
Everybody has different skills and areas of interest.
Need to be careful to focus on prototyping. What does a prototype not need?
Claude/Chattie G and even gemma4:e4b are pretty good at
making interactive websites!
Changes the value calculations in HCI: we can build more/better prototypes faster. What are the new friction points?
Animal-Computer Interaction (ACI) is a real research field (ACI ’24, 2024; Mancini et al., 2017).
Watch out: Highest-fidelity is not necessarily better!
Do: Can we live-code a prototype before the end of this lecture?
Who has a question?