Prototypes Chapter Final Draft
Prototypes Chapter Final Draft
Wensveen, Stephan and Matthews, Ben (2014). Prototypes and prototyping in design research. In Paul A.
Rodgers and Joyce Yee (Ed.), Routledge Companion to Design Research (pp. 262-‐‑276) London: Routledge.
.
Figure
1:
The
four
interface
variations
of
Frens’
camera
prototype
from
left
to
right:
the
‘Rich
Actions
Cam’,
the
‘Mixed
actions
Cam’,
the
‘Light
Controls
Cam’
and
the
‘Conventional
Buttons
Cam’
(Frens
2006:
146).
Relatedly,
Stienstra’s
(2003)
experiments
with
prototypes
were
designed
to
test
theories
in
developmental
psychology
about
gender
differences
in
children’s
play.
One
particular
theory
she
worked
with
suggests
that
boys
tend
to
prefer
play
that
consists
in
gross
motor
movements,
whereas
girls
prefer
fine
motor
play.
In
this
case,
Stienstra
constructed
three
working
prototypes
in
which
she
systematically
varied
the
scale
at
which
the
children
had
to
interact
with
the
three
interactive
toys
(see
figure
2):
one
required
body-‐sized
gestures,
one
hand-‐sized
manipulation
of
magnetic
figures
and
one
required
room-‐sized
actions
(including
climbing
and
running)1.
As
each
of
the
toys
was
functionally
identical
(they
each
served
as
a
user
interface
for
the
same
maze
game),
she
was
able
to
set
up
an
experiment
to
test
for
the
differences
in
gender
preferences
for
the
scales
of
play
demanded
by
the
different
toys.
Figure
2:
Three
interactive
toy
prototypes
(Stienstra
2003):
One
required
body-‐sized
gestures
(left),
one
hand-‐
sized
manipulation
of
magnetic
figures
(middle)
and
one
required
room-‐sized
actions,
including
climbing
and
running
(right)
Ross
(2008:
160)
articulates
similar
considerations
relevant
for
the
experimental
testing
of
the
prototype,
in
addition
to
those
that
come
out
of
his
own
research
demands.
As
he
wants
to
focus
on
the
interactive
behaviour
of
the
product,
he
kept
a
single
body
for
the
prototype
with
three
different
interactive
behaviours.
His
argument
is
that
‘The
“cleanest”
comparison
is
made
when
all
other
factors
remain
as
constant
as
possible’.
Likewise
he
argues
for
the
lamp’s
body
(e.g.,
its
static
shape,
materials
and
colours)
to
be
as
‘neutral’
as
possible.
Figure
3:
Snapshots
of
three
different
lamp
behaviours
within
a
single
body
(Ross
2008);
targeting
the
social
value
Helpfulness
(left),
Social
Power
(middle)
and
the
value
Creativity
(right)
In
other
cases
the
prototype
is
kept
constant
and
the
context
of
use
of
the
experiment
is
systematically
varied.
E.g.
Wensveen’s
alarm
clock
(2002)
was
evaluated
in
a
formal
experiment
to
investigate
the
relation
between
a
person’s
emotional
or
affective
state
and
their
expressive
behaviour
when
setting
the
alarm
clock.
The
underlying
research
question,
and
departure
for
the
development
of
the
design,
was
whether
design
principles
from
tangible
interaction
could
be
used
to
invite
users
to
express
their
emotion
to
products
in
such
a
way
that
the
product
could
recognize
this
expression.
It
was
1
In Stienstra’s studies, the variation of the scale of interaction (an ‘appearance’ dimension according to
Lim et al.’s framework) actually had profound consequences for functionality and interactivity of the toys,
demonstrating that the various families of prototyping dimensions Lim et al. identify are (or can be)
interdependent in practice.
hypothesized
that
the
alarm
clock
would
be
able
to
detect
a
person’s
affective
state
and
level
of
urgency
from
the
way
he
or
she
set
the
alarm
time.
This
was
tested
through
several
experiments
and
statistically
significant
relations
were
found
between
the
parameters
describing
the
expressive
behaviour
and
the
affective
state
of
the
persons,
which
was
induced
by
film
clips
validated
for
emotional
valence
and
arousal.
Although
we
hoped
to
find
this
relationship,
some
serendipitous
findings
also
emerged
in
the
analysis
of
the
data.
The
results
showed
an
unexpected
relation
where
people
in
a
positive
state
seemed
to
create
more
aesthetically
pleasing
patterns
of
balance
and
symmetry.
Figure
4:
Setting
the
sliders
of
the
working
prototype
for
Wensveen’s
(2002)
alarm
clock
(top)
and
different
final
slider
settings
of
expressive
behaviours
(bottom)
More
complicated
experiments
need
to
be
set
up
to
investigate
interaction
effects,
where
both
the
context
of
use
and
the
interactivity
behaviours
of
the
prototype
are
varied
in
the
experiment
(as
in
Ross’
case).
This
also
requires
more
careful
statistical
analyses
to
test
for
the
interdependence
of
the
variables.
In
each
of
these
cases,
the
prototype
was
designed
to
probe
specific,
design-‐relevant
relationships
that
could
be
systematically
tested
through
experiments
where
people
used
and
evaluated
the
artefacts.
As
an
experimental
component,
there
are
slightly
different
roles
the
prototype
(Wensveen),
prototype
variations
(Frens,
Ross)
or
set
of
prototypes
(Stienstra)
serve.
In
some
cases,
the
prototype
is
a
physical
hypothesis,
in
which
its
form,
function,
interactivity,
etc.
embodies
a
theoretical
proposition
that
can
be
subjected
to
test.
This
role
suits
Stienstra’s
and
Frens’
cases
quite
well.
But
we
can
see
that
in
Wensveen’s
case,
the
hypothesis
is
not
constituted
in
the
design
of
the
artefact
in
the
same
way.
Instead
the
hypothesis
consists
in
the
combination
of
the
artefact
plus
the
experimental
conditions.
It
is
the
fact
that
the
alarm
clock
permits
a
multiplicity
of
interaction
possibilities
in
the
performance
of
a
single
function
that
is
exploited
by
the
experiment,
in
order
to
test
a
specific
relation
between
affect
and
interaction.
Nothing
affective
is
inherent
in
the
clock.
So
while
the
prototype
performs
very
similar
roles
in
each
of
these
cases,
the
experimental
design
is
equally
crucial
in
the
successful
extraction
of
research
out
of
these
designed
artefacts.
Role
2:
The
prototype
as
a
means
of
inquiry
Prototypes
have
been
developed
and
deployed
as
instruments
of
inquiry,
in
much
the
way
that
scientists
use
specifically
designed
instruments
to
collect,
record
and
measure
phenomena.
A
clear
example
of
prototypes
used
in
design
research
in
this
way
is
‘technology
probes’
(Hutchinson
et
al.
2003).
Technology
probes
were
small,
functional
prototypes
that
were
sent
out
to
households
as
a
kind
of
research
instrument
(although
it
is
worth
us
noting
that
Hutchinson
et
al.
specifically
declare
that
technology
probes
are
not
prototypes,
presumably
to
distance
the
probes
they
created
from
products
that
might
be
produced
on
the
model
of
their
probes.
We,
however,
are
using
the
term
‘prototype’
in
a
much
more
universal
fashion
than
in
a
‘precursor
to
a
product’
sense).
The
two
probes
they
deployed
were
MessageProbe
and
VideoProbe,
each
of
which
were
designed
to
be
a
kind
of
portal
between
relatives’
residences,
and
each
of
which
collected
data
about
how
they
were
used,
when,
how
long
for,
by
whom
in
the
family,
etc.
Both
probes
were
developed
within
a
larger
project
on
domestic
and
family
communication.
The
probes
were
informative
of
the
families’
uses
(and
neglect)
of
these
technologies;
they
were
also
technological
interventions
into
these
families’
ordinary
communicative
practices.
The
role
of
the
prototype
in
such
a
case
is
as
a
means
of
creating
design
relevant
data.
It
is
probably
worth
noting
that
although
the
technology
probes
actually
collected
data
(logging
details
about
their
own
use
by
families),
Hutchinson
et
al.
do
not
draw
upon
any
of
this
data
in
outlining
what
was
learned
about
family
practices
through
the
deployment
of
the
probes.
Instead,
the
themes
they
present
are
distilled
and
exemplified
through
other
data,
such
as
interviews
that
were
conducted
with
the
families.
A
similar
role
is
played
by
‘provotypes’
(Mogensen
1992),
which
are
prototypes
that
are
used
to
provoke
reactions
and
insights,
designed
to
expose
taken-‐for-‐granted
aspects
of
users’
values
and
practices.
In
a
recent
extension
of
this
work,
Boer
(Boer
&
Donovan
2012)
developed
provotypes
(see
Figure
5)
to
investigate
‘people’s
experience
and
understanding
of
indoor
climate
“comfort”…
in
order
to
open
up
new
development
directions
for
the
building
industry’.
For
the
design
researcher,
provotypes
were
used
to
challenge
developers’
assumptions
about
use
contexts
and
users’
experiences
of
comfort.
Each
provotype
was
developed
to
deliberately
provoke
organizations
to
experience
their
own
indoor
climate
in
new
or
unanticipated
ways,
and
to
reflect
on
what
this
might
mean
in
light
of
new
product
or
service
development.
In
the
course
of
the
project,
one
particular
tension
emerged
between
the
building
industry’s
understanding
of
indoor
climate
and
how
ordinary
people
experienced
their
environment.
The
building
industry
tended
to
think
about
indoor
climate
quality
as
an
optimal
aggregate
of
measurable
parameters
such
as
light,
temperature,
humidity
and
air
quality.
Ordinary
people,
however,
experienced
comfort
much
more
holistically
and
impressionistically.
Boer’s
provotype,
the
Render-‐
Lamp
(see
Figure
5,
far
right)
played
on
this
tension.
The
render
lamp
has
sensors
that
measure
five
different
indoor
climate
parameters,
representing
these
abstractly
in
dynamic
luminous
behaviour.
The
lamp
was
deployed
in
users’
homes
and
in
building
industry
workplaces.
This
opened
up
a
space
of
reflection
for
these
stakeholders
from
industry
and
use
contexts,
as
the
lamp
brought
to
the
fore
the
question
whether
indoor
climate
is
something
we
can
understand
objectively
or
something
we
relate
to
individually.
As
a
result
of
bringing
the
lamp
into
homes
and
organizations,
at
least
during
the
project
period,
the
language
used
by
organizational
stakeholders
shifted
from
understanding
indoor
climate
towards
supporting
users’
indoor
climate
practices,
suggesting
that
the
provotypes
were
successful
in
juxtaposing
and
challenging
different
conceptions
of
comfort.
Figure
5:
Boer’s
Provotypes
(Boer
&
Donovan
2012)
with
the
Render-‐Lamp
on
the
right.
Unlike
experiments,
nothing
specific
is
being
tested
when
deploying
technology
probes
or
provotypes—they
are
sent
out
as
open-‐ended
explorations
of
a
hybrid
and
unsettled
design/use
space.
Several
other
kinds
of
research
that
involve
prototypes
would
generally
fall
into
this
category.
Anything
that
treats
design
as
an
intervention
in
the
world
and
studies
its
consequences,
or
work
that
deploys
prototypes
in
the
field
and
analyses
their
use
(e.g.
Matthews,
Stienstra
&
Djajadiningrat
2008)
in
order
to
make
a
contribution
to
design
discourse
clearly
employs
prototypes
in
a
similar
manner—to
create
a
context
for
study
that
is
informative
of
design-‐relevant
issues.
Role
4:
The
process
of
prototyping
as
a
vehicle
for
inquiry
There
are
a
number
of
ways
that
the
process
of
making
an
artefact
is
instrumental
in
doing
design
research.
In
these
cases,
the
process
of
prototyping
becomes
a
means
of
inquiry,
akin
to
a
research
method.
The
process
is
documented,
analysed,
critically
assessed
and
written
up,
and
the
research
contribution
is
tied
not
to
the
artefact
itself
as
much
as
to
how
the
artefact
was
crafted.
As
we
consider
a
few
examples,
you
will
see
that
the
types
of
research
contributions
that
have
been
made
in
this
way
can
vary
dramatically.
However,
the
role
of
the
prototyping
process
is
much
the
same
in
each.
Newbury
(1996)
discussed
a
fascinating
(but
uncredited)
example
in
his
lucid
discussion
of
research
in
art
and
design.
While
this
case
is
perhaps
closer
to
the
traditional
crafts
than
it
is
to
design,
it
is
highly
relevant
here
for
the
nature
and
attention
it
gives
to
the
process
of
creating
artefacts.
Newbury
describes
a
Doctoral
glassmaking
project
that
aimed
to
offer
a
new
theory
for
the
production
of
Hellenistic
and
Roman
mosaic
glass.
The
starting
point
of
the
proposal
was
the
[candidate’s]
intuitive
feeling
that
theories
put
forward
by
archaeologists,
concerning
the
production
of
mosaic
glass
from
this
period,
did
not
ring
true
from
a
glassmaker’s
point
of
view…
The
process
of
research
involves
putting
to
the
test
of
this
intuition,
and
developing
a
new
theory
of
production
based
on
practical
experimentation…
[T]he
contribution
to
knowledge
will
clearly
derive
as
much
from
the
practical
as
from
the
theoretical
work.
(pp.
218-‐219)
In
this
case,
a
new
practice
of
making
glass
is
both
the
method
of
the
research
(experimentation
with
glassmaking
practices
is
necessarily
the
process
of
inquiry)
and
the
research
outcome
(a
historically
plausible
glassmaking
practice
is
‘discovered’
through
experimentation).
One
of
the
respects
in
which
Newbury’s
example
is
so
sharp
is
that
it
is
a
case
where
it
so
obviously
takes
a
glassmaker
to
conduct
this
kind
of
research,
yet
the
knowledge
gained
is
not
just
practical—the
contribution
is
more
pervasive
than
just
a
new
way
of
making
glass.
In
a
paper
with
similar
aims
to
Newbury’s,
Scrivener
(2000)
clarifies
the
criteria
for
conducting
research
through
(design)
practice
by
drawing
a
comparison
to
research
undertaken
in
engineering,
such
as
building
a
robot
arm
that
can,
e.g.,
pick
up
an
egg
without
breaking
it.
Scrivener’s
discussion
is
valuable
for
the
criteria
he
identifies
that
distinguish
research
through
practice
from
(just)
practice.
But
the
robot
arm
example
is
also
one
in
which
the
contribution
to
knowledge
can
only
be
produced
through
an
iterative
prototyping
process:
we
cannot
discover
the
principles
or
requirements
for
building
such
a
robot
arm
without
thinking
through
design
possibilities,
proposing,
building,
testing,
reconfiguring
etc.
an
artefact
that
iteratively
clarifies
our
understanding
of
this
particular
design
space.
From
such
a
process
codifiable
knowledge
can
be
derived
about
material
selection,
functional
consequences
of
different
robot
arm
design
configurations,
material
resistance,
useful
algorithms
for
controlling
the
movement
of
the
arm
and
so
on.
That
knowledge
is,
in
some
sense,
‘embodied’
in
the
resultant
robot
arm
that
successfully
picks
of
up
eggs
without
breaking
them;
yet
it
is
gained
only
in
a
stepwise
fashion
through
the
construction
and
trial
of
multiple
prototypes.
Other
kinds
of
research
have
been
conducted
through
prototyping
processes.
Horst
(2011),
conducting
a
PhD
project
while
working
as
a
design
consultant,
constructed
an
interactive
prototype
of
the
user
interface
for
a
programmable
thermostat
for
indoor
radiators.
The
company
had
hired
him
to
create
a
prototype
that
they
could
use
to
run
usability
tests
of
the
interface.
For
the
purposes
of
his
research,
however,
Horst
wanted
to
experiment
with
the
prototype.
Instead
of
simply
producing
a
simulated
interface
to
the
specifications
the
company
had
given
him,
he
designed
the
software
in
such
a
way
that
the
code
(and
hence
the
functionality
and
interactivity
of
the
interface)
could
be
modified
in
near
real
time.
This
enabled
him
to
play
with
the
prototyping
(and
user
evaluation)
processes.
For
instance,
he
ran
‘live
prototyping’
sessions
(see
Figure
6)
internally
in
the
company,
where
stakeholders
from
different
internal
departments
(marketing,
sales,
hardware,
production)
participated
in
trying
out
the
interface
as
a
user,
discovering
potential
usability
problems,
recommending
changes,
seeing
those
changes
implemented
then
and
there,
and
trying
out
the
‘new’
version
of
the
interface.
Figure
6:
Horst’s
live
prototype
being
used
in
a
participatory
workshop
(left),
the
virtual
prototype
(middle)
and
the
final
prototype
(right)
This
had
some
fairly
profound
(internal)
consequences,
as
it
enabled
a
number
of
company
people
who
were
not
a
part
of
the
interface
development
team
to
actually
shape
the
interface.
It
turned
out
that
the
original
interface
specifications
Horst
had
been
given
never
became
a
version
of
the
interface
that
was
used
in
a
usability
test
because
the
‘live’
prototype
he
created
allowed
the
company
to
rapidly
try
out
and
evaluate
several
versions
of
the
interface
prior
to
sending
it
out
to
be
formally
tested.
These
experiments
enabled
Horst
to
write
a
thesis
on
the
possibilities
of
deliberately
crafting
prototypes
as
‘platforms
for
participation’
in
iterative
design.
While
the
prototype
of
the
programmable
thermostat
interface
was
interesting,
the
research
contribution
here
is
intimately
tied
to
the
way
in
which
collaborative
prototyping
sessions
were
run
inside
the
company
(and
later,
with
potential
users
as
well).
This
is
the
prototyping
process
that
became
both
the
method
of
and
object
of
research.
Subdisciplines
of
design
research
that
work
extensively
with
design
methods
also
belong
in
this
category.
A
healthy
proportion
of
research
in
participatory
design,
for
instance,
is
concerned
with
the
development
of
codesign
activities;
these
have
often
involved
a
form
of
prototyping
(e.g.
Greenbaum
&
Kyng
1992)
in
which
the
process
of
making
a
prototype
is
precisely
the
process
that
is
being
experimented
with
in
the
creation
of
new
formats
for
design
and
participation
(as
in
Sanders
2000;
Mitchell
&
Buur
2010).
Discussion
In
the
above
we
have
outlined
the
different
roles
that
prototypes,
and
the
practice
of
prototyping
have
played
in
research
illustrated
through
published
case
examples.
All
of
these
cases
have
made
research
contributions
in
various
ways,
using
diverse
methods
and
approaches.
Each
case
also,
to
different
extents,
required
the
prototype
or
prototyping
process
in
order
to
generate
that
research
contribution.
If
we
think
about
‘research
through
design’,
where
design
practice
is
understood
as
a
basis
for
research,
we
can
easily
see
from
the
spectrum
of
examples
and
roles
we
have
discussed
that
‘research
though
design’
is
not
a
singular
research
method
or
approach
to
doing
design
research
(c.f.
Mattelmäki
&
Matthews
2009).
We
chose
the
distinctions
between
the
roles
and
the
order
of
the
presentation
to
outline
clarity
and
recognisability
of
prototypes
and
prototyping
as
research
contributions.
However,
designers
who
are
doing,
or
are
interested
in
doing
design
research
will
realize
that
the
roles
can
and
often
do
overlap.
In
many
cases
the
same
prototype
can
feature
in
different
roles
in
the
pursuit
of
different
research
contributions.
Some
of
the
work
we
have
described
(re-‐)presents
the
same
prototype
in
the
course
of
different
research
arguments
at
different
times.
For
example,
Stienstra’s
toys
appear
in
an
experimental
role
in
her
thesis
(Stienstra
2003),
as
a
means
of
inquiry
in
Matthews,
Stienstra
&
Djajadiningrat
(2008)
and
as
a
research
archetype
in
Djajadiningrat,
Matthews
&
Stienstra
(2007).
So
an
important
point
is
that
it
may
only
be
in
retrospect
that
some
of
the
important
features
of
a
product
or
prototype
surface
after
further
reflection,
analysis
or
theoretical
development.
So
even
though
the
practice
of
prototyping,
as
a
means
of
inquiry
often
receives
the
least
attention
as
a
research
contribution,
it
is
often
the
case
that
a
prototyping
process
has
been
vital
for
the
exploration
and
further
development
of
research
directions,
or
has
provided
a
conceptual
background
for
the
later
stages
of
research
where
prototypes
were
developed
to
function
as
research
archetype
or
experimental
component.
Prototype as… Prototyping as…
Purpose & Role Test of specific Open-‐‑ended Illustration or Driver for the
hypotheses exploration demonstration research direction
Special Design of the Often combined Critical perspective Process is
considerations experiment is with doing is equally crucial documented,
equally crucial interviews analyzed and
critically assessed.
Camera
interfaces (Frens
2006)
Table
1:
Comparative
overview
of
the
characteristics
of
the
different
roles
that
prototypes,
and
the
practice
of
prototyping
have
played
in
design
research
As
an
illustration,
before
the
prototyping
of
the
four
interface
variations
as
experimental
components,
Frens
had
already
used
prototyping
as
a
tool
to
‘traverse
a
design
[research]
space’
of
interaction
paradigms
(analogous
to
the
sense
that
Lim
et
al.
(2008)
conceptualize
prototypes
as
tools
for
traversing
a
design
space
where
possible
design
alternatives
and
their
rationales
can
be
explored
(Goel
&
Pirolli
1992;
Moran
&
Caroll
1996)).
Themes
for
these
paradigms
were
defined,
balancing
real-‐world
design
problems
and
ongoing
trends
in
HCI
research,
to
cover
a
large
area
of
that
space.
Here,
Frens
made
many
cardboard
models
of
cameras
and
used
prototyping
as
means
of
inquiry
into
that
space.
One
specific
prototype
was
identified
and
described
as
a
research
archetype
for
the
paradigm
of
‘rich
interaction’.
This
initial
cardboard
version
was
further
developed
from
a
research
archetype
into
a
fully
working
camera
with
electronics
to
compare
the
use
of
its
four
interface
variations
(see
Figure
7).
Figure
7:
Four
of
Frens’
initial
cardboard
prototypes
as
means
of
inquiry
into
a
design
research
space
(left).
One
of
the
set
(middle)
was
the
physical
embodiment
of
his
conceptual
argument
and
was
described
as
a
research
archetype
for
‘rich
interaction’.
A
fully
working
prototype
(right)
was
developed
for
the
final
experiment
where
four
systematically
varied
interfaces
were
compared
on
pragmatic
and
hedonic
qualities
(Frens
2006).
In
the
case
of
Wensveen’s
Alarm
Clock
the
initial
design
direction
based
on
theoretical
notions
was
further
developed
after
a
large
set
of
prototypes
generated
from
an
educational
exercise
were
analysed.
This
set
of
prototypes
served
an
essential
role
as
means
of
inquiry
to
explore
and
describe
a
conceptual
design
research
space.
A
specific
corner
of
the
design
research
space
was
then
targeted
for
the
subsequent
prototyping
of
an
alarm
clock.
The
design
and
the
resulting
prototype
of
the
Alarm
Clock
were
developed
to
serve
the
dual
role
of
being
both
a
research
archetype
of
the
conceptual
design
direction
of
a
tangibility
approach
to
affective
interaction
(which
as
a
case
was
reported
in
Djajadiningrat
et
al.
2004)
and
as
the
essential
component
in
an
experiment
(Wensveen
et
al.
2002).
As
a
research
archetype
the
prototype
needed
to
have
some
real
world
design
value,
hence
the
clear
functionality
(including
a
waking
up
sound,
although
this
was
not
used
in
the
experiment)
and
choice
of
colours.
Other
design
research
decisions
were
made
for
the
prototype
to
function
as
a
component
in
an
experiment.
The
most
notable
decisions
were
leaving
out
functionalities
that
would
have
made
the
design
a
‘better’
alarm
clock
(excluding
light,
although
this
was
a
highly
liked
feature
coming
out
of
initial
probe
research),
and
including
technology
that
could
produce
electronic
read-‐outs
of
the
setting
of
the
alarm
time
to
be
used
as
quantitative
data
for
the
experiment.
Deckers
(2012)
separated
these
roles
between
her
prototypes
(see
Figure
8).
Her
PeP
pillar
was
developed
as
an
experimental
component
purposely
stripped
of
any
functionality
and
context
of
use
to
focus
the
research
on
the
explaining
of
theoretical
relation
between
the
interactive
behaviour
of
the
designed
object
and
the
emergence
of
perceptual
crossing
between
the
pillar
and
the
participant.
In
parallel
she
developed
the
PeR
carpet
as
a
research
archetype,
to
demonstrate
the
concepts
and
imagine
the
value
behind
Designing
for
Perceptual
Crossing
in
a
design
with
the
potential
to
be
an
actual
product.
Figure
8:
Deckers’
PeP
pillar
prototype
(left)
functioned
in
the
role
of
an
experimental
component.
She
also
developed
the
PeR
carpet
as
a
research
archetype
(right).
We
raise
these
issues
to
clarify
some
of
the
differences
between
prototypes
for
design
research
and
prototypes
for
design.
Although
they
can
share
many
properties,
the
value
of
a
prototype
for
the
purposes
of
research
is
dependent
on
what
it
has
the
potential
to
contribute
to
an
inquiry;
the
value
of
a
prototype
for
the
purposes
of
design
is
usually
tied
to
what
aspects
of
product,
system
or
use
it
can
reliably
model
for
the
purposes
of
refining
the
concept
in
development.
The
skills
required
to
design—to
conceive,
craft
and
construct
an
artefact
or
system
for
a
particular
purpose—are
just
as
vital
to
the
creation
of
research
prototypes
as
they
are
to
design
prototypes.
However,
these
design
skills
are
also
not
sufficient
to
turn
a
prototype
into
a
vehicle
for
research.
In
order
to
stand
as
research,
the
prototype
(or
prototyping
process)
must
also
become
an
object
of
analysis,
it
must
figure
in
an
argument,
and
it
must
help
demonstrate
a
new
and
valuable
contribution
to
the
knowledge
of
a
field.
Our
principal
point
is
that
there
are
a
number
of
different
ways
that
prototypes
can
so
feature.
Summary
We
have
broadly
identified
four
different
roles
of
prototypes
in
design
research.
As
an
experimental
component,
prototypes
(plus
the
design
of
the
experimental
conditions)
act
as
a
physical
hypothesis
that
can
be
tested.
When
introduced
and
studied
in
use,
prototypes
can
become
a
means
of
inquiring
into
a
context
of
use
or
of
creating
a
situation
or
circumstance
for
the
purposes
of
analysis:
i.e.
a
way
of
generating
new
data
for
research
reflection.
Prototypes
also
feature
in
conceptual
arguments,
standing
as
a
research
archetype
that
illustrates
or
elaborates
a
new
perspective
about,
for
and/or
through
design.
Furthermore,
the
process
of
prototyping
can
equally
serve
as
a
means
of
inquiry
and
a
basis
for
experimentation
with
design
practice.
There
are
many
intersections
of
design
practice
and
research
about,
for
and
through
design.
That
diversity
is
something
to
be
celebrated.
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