Skip to main content

Participatory Design and Prototyping

  • Living reference work entry
  • First Online:
Handbook of Human Computer Interaction

Abstract

Participatory design actively involves users throughout the design process, from initial discovery of their needs to the final assessment of the system. As in all forms of interaction design, this requires two complementary processes: generating new ideas that expand the design space and selecting specific ideas, thus contracting the design space. Interaction designers create prototypes that help them generate and explore this space of possibilities, ideally with the ongoing participation of users. Successful prototypes represent different aspects of the system that highlight specific design questions. We classify prototypes based on: representation, which refers to their physical form, ranging from paper, cardboard, or foam mock-ups to complete software or hardware simulations; precision, which refers to the level of detail, ranging from simple hand-drawn sketches or physical mock-ups to polished computer-generated images or 3D printed objects; interactivity, which refers to the level of interaction possible, ranging from no interaction, such as a video scenario, to partial interaction, when a designer “walks through” a scenario, to fully interactive, either simulating interaction with the Wizard of Oz method or trying an operational software or hardware prototype; life cycle, which refers to the expected evolution of the prototype, from “throw-away” prototypes in the earliest design phase to successively more developed prototypes in later design phases, to actual components of the final system; and scope, which refers to the aspects of the final system covered by the prototype, including breadth-first horizontal prototypes, depth-first vertical prototypes, or path-based story prototypes. This chapter explains how to create and use these different kinds of prototypes, with examples selected from key phases of the interaction design process.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Abrahamsson P, Salo O, Ronkainen J, Warsta J (2017) Agile software development methods: review and analysis. arXiv preprint arXiv:170908439

    Google Scholar 

  • Bau O, Mackay WE (2008) Octopocus: a dynamic guide for learning gesture-based command sets. In: Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology (UIST’08). Association for Computing Machinery, New York, pp 37–46. https://doi.org/10.1145/1449715.1449724

    Chapter  Google Scholar 

  • Beaudouin-Lafon M, Mackay WE (2007) Prototyping tools and techniques. CRC Press, Boca Raton, pp 1017–1040

    Google Scholar 

  • Berger N (2006) The excel story. Interactions 13(1):14–17. https://doi.org/10.1145/1109069.1109084

    Article  Google Scholar 

  • Bier EA, Stone MC, Pier K, Buxton W, DeRose TD (1993) Toolglass and magic lenses: The see-through interface. In: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH’93). Association for Computing Machinery, New York, pp 73–80. https://doi.org/10.1145/166117.166126

    Chapter  Google Scholar 

  • Bødker S, Buur J (2002) The design collaboratorium: a place for usability design. ACM Trans Comput-Human Interact 9(2):152–169. https://doi.org/10.1145/513665.513670

    Article  Google Scholar 

  • Bostock M, Ogievetsky V, Heer J (2011) D3 data-driven documents. IEEE Trans Vis Comput Graph 17(12):2301–2309. https://doi.org/10.1109/TVCG.2011.185

    Article  Google Scholar 

  • Buxton B (2007) Sketching user experiences: getting the design right and the right design. Morgan Kaufmann, San Francisco. https://doi.org/10.1016/B978-0-12-374037-3.X5043-3

    Google Scholar 

  • Chatty S, Sire S, Vinot JL, Lecoanet P, Lemort A, Mertz C (2004) Revisiting visual interface programming: creating GUI tools for designers and programmers. In: Proceedings of the 17th Annual ACM Symposium on User Interface Software and Technology, UIST’04. Association for Computing Machinery, New York, pp 267–276. https://doi.org/10.1145/1029632.1029678

    Chapter  Google Scholar 

  • Design Council (2005) A study of the design process – the double diamond. Technical report, Design Council UK. http://www.designcouncil.org.uk/sites/default/files/asset/document/ElevenLessons_Design_Council%20%282%29.pdf

    Google Scholar 

  • Fowler M, Highsmith J (2001) The agile manifesto. Softw Dev 9(8):28–35

    Google Scholar 

  • Goodman D (1987) The complete hypercard handbook. Bantam Books, New York

    Google Scholar 

  • Greenbaum JM, Kyng M (1991) Design at work: cooperative design of computer systems. L. Erlbaum Associates Inc.

    Google Scholar 

  • Greenberg S, Carpendale S, Marquardt N, Buxton B (2010) Sketching user experiences: the workbook. Morgan Kaufmann, San Francisco. https://doi.org/10.1016/C2009-0-61147-8

    Google Scholar 

  • Hartmann B (2009) Gaining design insight through interaction prototyping tools. PhD thesis, Stanford University

    Google Scholar 

  • Hartmann B, Klemmer SR, Bernstein M, Abdulla L, Burr B, Robinson-Mosher A, Gee J (2006) Reflective physical prototyping through integrated design, test, and analysis. In: Proceedings of the 19th Annual ACM Symposium on User Interface Software and Technology (UIST’06). Association for Computing Machinery, New York, pp 299–308. https://doi.org/10.1145/1166253.1166300

    Chapter  Google Scholar 

  • Hutchinson H, Mackay W, Westerlund B, Bederson BB, Druin A, Plaisant C, Beaudouin-Lafon M, Conversy S, Evans H, Hansen H, Roussel N, Eiderbäck B (2003) Technology probes: inspiring design for and with families. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI’03). ACM, New York, pp 17–24. https://doi.org/10.1145/642611.642616

    Chapter  Google Scholar 

  • Kelley JF (1983) An empirical methodology for writing user-friendly natural language computer applications. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI’83). Association for Computing Machinery, New York, pp 193–196. https://doi.org/10.1145/800045.801609

    Google Scholar 

  • Krasner E, Pope S (1988) A cookbook for using the model-view-controller user interface paradigm in Smalltalk-80. J Object-Oriented Program 1(3):26–49

    Google Scholar 

  • Laseau P (1980) Graphic thinking for architects and designers. Van Nostrand Reinhold

    Google Scholar 

  • Leiva G, Beaudouin-Lafon M (2018) Montage: a video prototyping system to reduce re-shooting and increase re-usability. In: Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology (UIST’18). Association for Computing Machinery, New York, pp 675–682. https://doi.org/10.1145/3242587.3242613

    Chapter  Google Scholar 

  • Leiva G, Maudet N, Mackay W, Beaudouin-Lafon M (2019) Enact: reducing designer–developer breakdowns when prototyping custom interactions. ACM Trans Comput-Human Interact 26(3). https://doi.org/10.1145/3310276

  • Lim YK, Stolterman E, Tenenberg J (2008) The anatomy of prototypes: prototypes as filters, prototypes as manifestations of design ideas. ACM Trans Comput-Human Interact 15(2). https://doi.org/10.1145/1375761.1375762

  • Mackay W (1988) Video prototyping: a technique for developing hypermedia systems. In: Proceedings of CHI’88, Conference on Human Factors in Computing

    Google Scholar 

  • Mackay W (2020) Designing with sticky notes. In: Christensen BT, Halskov K, Klokmose CN (eds) Sticky creativity: post-it note cognition, computers, and design. Explorations in creativity research, science direct. Elsevier B.V, pp 231–256. https://doi.org/10.1016/C2017-0-04695-5

  • Muller M, Druin A (2002) Participatory design: the third space in HCI. In: The human-computer handbook: fundamentals, evolving technologies and emerging applications. Julie A. Jacko and Andrew Sears, editors. Lawrence Erlbaum Associates, Inc, Hillsdale, pp 1051–1068

    Google Scholar 

  • Muller MJ, Kuhn S (1993) Participatory design. Commun ACM 36(6):24–28. https://doi.org/10.1145/153571.255960

    Article  Google Scholar 

  • Norman D, Draper S (eds) (1986) User centered system design. Lawrence Erlbaum Associates, Hillsdale

    Google Scholar 

  • Ousterhout J (1994) Tcl and the Tk Toolkit. Addison Wesley, Reading

    MATH  Google Scholar 

  • Reas C, Fry B (2010) Getting started with processing. Make: community

    Google Scholar 

  • Schuler D, Namioka A (1993) Participatory design: principles and practices. Lawrence Erlbaum Associates, Inc, Hillsdale

    Google Scholar 

Download references

Acknowledgements

This work was partially supported by European Research Council (ERC) grants #321135 “CREATIV: Creating Co-Adaptive Human-Computer Partnerships” and #695464 “ONE: Unified Principles of Interaction” and is based on our earlier work on prototyping and participatory design (Beaudouin-Lafon and Mackay 2007).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Wendy E. Mackay .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 Springer Nature Switzerland AG

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Mackay, W.E., Beaudouin-Lafon, M. (2023). Participatory Design and Prototyping. In: Vanderdonckt, J., Palanque, P., Winckler, M. (eds) Handbook of Human Computer Interaction. Springer, Cham. https://doi.org/10.1007/978-3-319-27648-9_31-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-27648-9_31-1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-27648-9

  • Online ISBN: 978-3-319-27648-9

  • eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering

Publish with us

Policies and ethics