Human-Computer Interaction
17 Aug 2026
Part VI of Hornbæk et al. (2025)
Everything you interact with was designed. Someone decided which functions to include, what the icons look like, and how the pieces fit together. When something “just works” we forget that a great many decisions went into making it that way—and when it is cumbersome, we feel every one of them.
This part covers four chapters
Design means at least four different things
Aside: research through design
A simplified view of design—the designer accrues design knowledge as artifacts meet users across many contexts.
Aside: the double diamond
The Design Council’s model has two diamonds
The double diamond: diverge then converge, twice—first on the problem, then on the solution.
Aside: value-sensitive design of AI
Good designers move between four distinct processes
The four cognitive processes: diverge for more solutions, converge for a better solution, reconceptualize for a better problem, reorganize for better conditions.
A well-defined design task has four constituents
Quantity drives quality: 50 preliminary designs distilled to 25, then to 2 final designs over roughly 30 iterations (a cashless-society project).
Aside: how to run a brainstorm
Kelley and Littman (2001) make recommendations, popular in HCI
Sketches of shape-changing keys explore the design space—supporting both divergent and convergent thinking (courtesy Miriam Sturdee).
Moggridge and Buxton’s alternation
A concept map turns a raw taxonomy into a prioritized, connected structure of a domain.
Aside: reframing rowdy pub-goers
Dorst’s frame generation example
The co-evolution model: the problem space and solution space evolve together over time, each refocusing the other.
Aside: a wastebasket for trains
One brief—a newspaper wastebasket for trains—and nine designers who each reinterpreted it into a different solution.
Practices help designers manage complexity. Six common causes
Design practice: the individual designer (who reflects, creates, and experiments) is nested within teams, the organization, and communities of practice.
Aside: being user-centered is harder than it sounds
Wilson and colleagues studied a UK department building a customer-query app. To ensure user involvement the team had to
Prototypes exploring how children could make electronic payments—testing feasibility and gathering feedback.
Aside: designing for a dollar a day
Aside: co-design with children in a pandemic
A comic board used to co-design with children—they filled in frames 4 and 5 with their own ideas for library programs.
An annotated portfolio: the Photostroller shown alongside the concerns and design moves it embodies.
IEEE Standard 7000: from concept exploration (operations, value elicitation) through the development stage (ethical requirements, risk-based design).
Aside: the ethics of a body scanner
Task: Individually, take the design problem from your own project and sketch eight solutions in eight minutes — one minute each, no erasing, no styling. Then swap sheets within a group of 3 to 4 and sort each other’s sketches into piles: which of these are genuinely different approaches, and which are one idea wearing different clothes? Then break fixation deliberately by creating new reference points — a metaphor from outside the domain, an analogy from nature or another industry, an existing product solving an adjacent problem — and sketch four more.
Produce: The full sheet, with the second round marked against the first. State how many materially different approaches you actually have, using the project’s definition: different in the substance of the approach, not in how it looks.
Time: 25 min individual and group work · 10 min share-out
Debrief: Did the reference points produce new approaches, or new decoration on the approach you had already committed to in minute one?
Task: In groups of 3 to 4, run a structured critique of one wireframe or sketch per person. The presenter shows the design and explains the choices; the group responds in three separate passes, and does not mix them: first describe only what is there, then interpret what it seems to be for, then judge whether it achieves that. Rotate until everyone has presented.
Produce: For each design, a written record with the three passes kept apart, plus one decision the crit could not settle by argument. For that decision, specify the cheapest prototype that would settle it and say what fidelity it needs — and no more.
Time: 28 min group work · 12 min share-out
Debrief: Where did your group jump straight to judgment, and what did skipping description cost the presenter? Greenberg and Buxton warn that evaluating too early fixates the designer — did that happen here?
Task: In groups of 3 to 4, give an AI model the same design problem you sketched in Activity 1 and ask for fifteen solutions. Classify each against Boden’s three types of creativity: combinatorial, exploratory, or transformational. Then apply the same materially-different test you used on your own sketches.
Produce: The classified list, the count of materially different approaches, and a direct comparison against your human round: which produced more ideas, which produced more distinct ones, and which produced the idea you would actually pursue. Include one idea the model gave you that you would not have reached, and one place it was obviously anchored to the way you phrased the prompt.
Time: 28 min group work · 12 min share-out
Debrief: Did reading the model’s list widen your design space or fixate you on its framing? State whether you will use a model in the divergent phase of your own project, and what rule you would set for yourself if you do.
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