prototyping to understand humans

Some working thoughts on good HCI research in the age of AI.

I have been thinking about what counts as good HCI research, especially now that AI makes system-building much easier.

This is not a theory of all research. It is a working note for myself. I am writing it because I have been confused about the difference between a useful product idea, a publishable HCI artifact, and a research contribution that still matters after the prototype is gone.

The confusion

A lot of HCI artifact and system work can look like this:

  1. Find a real user need.
  2. Build a tool.
  3. Compare it against a baseline.
  4. Show that users do better or like it more.
  5. Claim a contribution.

This can be valuable. But it can also feel unsatisfying.

If the main claim is only “we built a better tool,” then a startup or big company might be able to do something similar faster. Product teams can identify user needs, prototype features, run beta tests, dogfood internally, A/B test, and iterate with many more users than most academic projects can.

So the question that bothers me is:

If industry can also follow a research-like workflow, what makes academic HCI research worth doing?

I do not think the answer is “companies only use knowledge and researchers produce knowledge.” Companies can produce knowledge too. Some product teams run careful experiments. Some industry researchers do excellent public research.

But I do think the default incentives are different.

A company often wants knowledge as an input:

Should we ship this? Does this improve our metric? Does this help our product?

Research, at least at its best, tries to produce knowledge as an output:

What can other people reuse, question, test, adapt, or build on?

That distinction is not absolute. It is more like a useful starting lens.

What the contribution is

One paper that helped me here is Jacob O. Wobbrock and Julie A. Kientz’s Research Contributions in Human-Computer Interaction.

The paper helped because it makes a simple but important point: HCI research produces different kinds of knowledge. Not every paper should be judged as if it were the same kind of paper.

Wobbrock and Kientz describe several contribution types in HCI, including empirical, artifact/system, methodological, theoretical, dataset, survey, and opinion or argument contributions. This is useful because a system paper is not automatically weak because it is not a polished product, and an artifact paper does not always need the same kind of user study as an empirical paper.

But the reverse is also true: a prototype is not automatically research just because it exists.

The question I want to keep asking is:

What kind of knowledge does this work produce?

Product knowledge can be local:

Version B works better for this product, this user base, this metric, and this moment.

Research knowledge should be more portable:

This kind of interaction mechanism helps this kind of human activity under these conditions, while creating these trade-offs.

For HCI, “portable” does not have to mean universal. It might mean a reusable interaction pattern, a clearer account of a human process, a new way to evaluate a class of systems, a boundary condition, a design trade-off, a conceptual vocabulary, or an artifact that opens a new design space.

A good HCI contribution is not “only HCI” in a narrow sense. It is a contribution about interaction: how people understand, use, coordinate around, resist, appropriate, trust, misuse, or reshape technology.

AI makes this sharper

This feels especially important now because AI makes it easier to build plausible demos.

In the past, building a system could itself be strong evidence of technical imagination. Now, many prototypes can be assembled quickly with LLM APIs, prompt chains, generated UI code, and existing infrastructure.

That does not make artifact or system research obsolete. But it does raise the bar for what the artifact needs to show.

“AI applied to X” is usually not enough.

A weak artifact claim might be:

We built a GenAI tool for designers, and users liked it better than the baseline.

A stronger artifact claim might be:

We built an artifact that externalizes AI-generated alternatives into editable design dimensions, making trade-offs visible and negotiable for teams.

The difference is that the second version names a reusable interaction idea. The system is not just a product. It is a research object.

An HCI artifact contribution is not a worse product. It is a different kind of object. A product asks whether something is useful, reliable, scalable, desirable, and worth shipping. A research artifact asks what new interaction possibility, representation, workflow, architecture, or design trade-off this prototype makes visible.

A prototype can be rough and still be valuable if it makes an idea inspectable. But a rough prototype with a vague claim is just a rough prototype.

Prototype as probe

The most useful shift for me is this:

Do not prototype only to make a better tool. Prototype to better understand people.

Instead of starting with:

What tool can I build?

I want to start with:

What human process am I trying to understand or change?

That process might be comparing alternatives, forming shared understanding, negotiating trade-offs, critiquing ideas, converging on decisions, preserving agency, calibrating trust, or maintaining ownership.

Then I can ask:

What interaction mechanism might change that process?

The mechanism might be externalized design dimensions, contrastive examples, editable rationales, structured critique, shared design-space maps, provenance traces, role-based prompting, progressive disclosure, or representations that preserve useful ambiguity.

The artifact becomes valuable when it makes the mechanism concrete enough to inspect, use, and evaluate.

This also changes how I think about studies. The study is not only product validation. It is a way to stress-test a claim about human activity. A prototype can help reveal what users notice, what they ignore, how they make decisions, where they lose agency, what trade-offs they care about, and what breakdowns happen in practice.

The prototype is not the endpoint. It is a probe.

What survives after the prototype dies?

The test I want to use is:

If the prototype dies, what knowledge remains?

A weak answer is:

Users preferred our system.

A better answer is:

Externalizing design dimensions helped teams move from output-level preference talk to attribute-level trade-off reasoning.

An even better answer includes a boundary or trade-off:

Externalizing design dimensions helped teams compare and converge, but sometimes narrowed exploration by imposing criteria too early.

This kind of claim feels more durable. Other people can reuse it, test it, disagree with it, or build better systems from it.

It also helps me avoid confusing product improvement with research contribution. If the only thing that survives is “our tool was better,” I may have built something useful, but I have not yet made clear what the research community can learn from it.

Evidence should match the claim

Another lesson from Wobbrock and Kientz’s paper is that contribution types should be judged differently.

If the contribution is empirical, the evidence needs to support the finding. If the contribution is an artifact, the paper needs to show what the artifact makes possible and why the design is insightful. If the contribution is methodological, the method needs to be useful, reproducible, reliable, and valid. If the contribution is theoretical, it needs to explain or organize something in a way that has power beyond a single example. If the contribution is an argument, it needs to be fair, persuasive, and grounded.

This connects to Dan R. Olsen Jr.’s Evaluating User Interface Systems Research and Saul Greenberg and Bill Buxton’s Usability Evaluation Considered Harmful (Some of the Time). A user study is not automatically the right validation for every system contribution. Sometimes a premature or poorly matched evaluation can obscure what is actually interesting about a system.

The point is not “avoid evaluation.” The point is:

Evaluate the claim, not just the interface.

A formula I want to use

When planning a project, I want to fill in this sentence:

This project contributes a [type of contribution] by showing [knowledge claim] through [artifact/study/method], and it should be evaluated by [appropriate standard].

For an artifact or system contribution:

This project contributes an artifact that demonstrates [new interaction possibility] by implementing [specific mechanism] for [human activity/context]. The artifact shows that [previously hard thing] can become [possible/easier/inspectable/contestable/collaborative], while exposing the trade-off between [A] and [B].

For example:

This project contributes an artifact that demonstrates design-space-based interaction with generative AI. By implementing editable dimensions, alternative clustering, and rationale-linked comparison, the system makes AI-generated design options inspectable and negotiable by teams. The artifact exposes a trade-off between structuring exploration and preserving open-ended creativity.

I should be careful with projects whose main claim is:

We built a better AI tool and users performed better.

That can be useful, but it risks becoming lower-efficiency product engineering.

I should also be careful with:

We borrowed a trick from another literature and put it into an HCI system.

That can be good research, but only if the project tests something non-obvious about how that mechanism behaves in a new context. The stronger version is:

This known mechanism should behave differently in this human-AI setting because the task, agency structure, uncertainty, or collaboration pattern is different.

Then the contribution is not just the borrowed trick. The contribution is the translation, boundary condition, and explanation.

That is the distinction I want to keep in view: not whether a prototype is impressive by itself, but whether it helps articulate a piece of interaction knowledge that can outlive the prototype.

Credits and references

This note came out of conversations with mentors and labmates.

Dev pointed me to Wobbrock and Kientz’s paper.

Zhiqing gave me a helpful framing about companies often using knowledge as input, while research should output knowledge that others can reuse.

Main references:


Last updated: May 13, 2026.