| C |
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| Clickable prototype | Linked screens that respond to taps or clicks but have no working logic behind them. | | - Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. Helander, T. K. Landauer, & P. Prabhu (Eds.), Handbook of human-computer interaction (2nd ed., pp. 367–381). Elsevier. doi ↗
- Rudd, J., Stern, K., & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. Interactions, 3(1), 76–85. doi ↗
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| Coded prototype | Working software built to answer a question, not to production standards. | | - Government Digital Service. (2016). Making prototypes. GOV.UK Service Manual. gov.uk ↗
- Rudd, J., Stern, K., & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. Interactions, 3(1), 76–85. doi ↗
- Walker, M., Takayama, L., & Landay, J. A. (2002). High-fidelity or low-fidelity, paper or computer? Choosing attributes when testing web prototypes. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 46(5), 661–665. doi ↗
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| Container | The screens, navigation and controls that hold a learning product's content. | | |
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| Content design | Meeting a user need with the right content, in the right format and place (Winters, 2019). R20 The practice of helping people quickly find out what they need to know or do, a test of the reader's position after the message, not of the sender's activity before it (Government Digital Service, n.d.-e). | | |
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| Content prototype | A real lesson, task or worked example, tried with learners, to test the content itself. | | - Tripp, S. D., & Bichelmeyer, B. (1990). Rapid prototyping: An alternative instructional design strategy. Educational Technology Research and Development, 38(1), 31–44. doi ↗
- Richards, S. (2017). Content design. Content Design London. contentdesign.london ↗
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| Crazy Eights | A sketching exercise in which each person folds a sheet into eight panels and draws eight variations of an idea in eight minutes. | - R07Design methods IIFrom the field · not in the guide
| - Knapp, J., Zeratsky, J., & Kowitz, B. (2016). Sprint: How to solve big problems and test new ideas in just five days. Simon & Schuster.
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| Critical Response Process | A four-step critique protocol that puts the maker's questions before responders' opinions (Lerman, n.d.). | | - Lerman, L. (n.d.). Critical Response Process. Liz Lerman. Retrieved September 18, 2026, from lizlerman.com ↗
- Lerman, L., & Borstel, J. (2003). Liz Lerman's Critical Response Process: A method for getting useful feedback on anything you make, from dance to dessert. Liz Lerman Dance Exchange.
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| Critique | Analysis of whether a design is expected to achieve its goals (Connor, 2016). | | - Connor, A., & Irizarry, A. (2015). Discussing design: Improving communication and collaboration through critique. O'Reilly Media. oreilly.com ↗
- Connor, A. (2016). 3 kinds of feedback. Discussing Design, Medium. medium.com ↗
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| D |
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| Design fixation | Blind adherence to a set of ideas that limits the options a designer considers (Jansson & Smith, 1991). | | - Jansson, D. G., & Smith, G. M. (1991). Design fixation. Design Studies, 12(1), 3–11. doi ↗
- Purcell, A. T., & Gero, J. S. (1996). Design and other types of fixation. Design Studies, 17(4), 363–383. doi ↗
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| Design review | A meeting held to approve a design or check it against requirements before it moves on. It is a gate, unlike a critique, which aims to improve work still in progress. | - R07Design methods IIFrom the field · not in the guide
| - Connor, A., & Irizarry, A. (2015). Discussing design: Improving communication and collaboration through critique. O'Reilly Media. oreilly.com ↗
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| Design space | The full set of possible designs for a problem. Sketches and prototypes are ways of exploring it before settling on one region. | - R07Design methods IIFrom the field · not in the guide
| - Lim, Y.-K., Stolterman, E., & Tenenberg, J. (2008). The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM Transactions on Computer-Human Interaction, 15(2), Article 7. doi ↗
- Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. Morgan Kaufmann. books.google.com ↗
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| Design sprint | A five-day process in which a small team maps a problem, sketches solutions, picks one, builds a realistic prototype and tests it with five users. | - R07Design methods IIFrom the field · not in the guide
| - Knapp, J., Zeratsky, J., & Kowitz, B. (2016). Sprint: How to solve big problems and test new ideas in just five days. Simon & Schuster.
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| Design studio | A workshop in which a mixed team sketches ideas individually, presents and critiques them, then converges on a shared design over several rounds. | - R07Design methods IIFrom the field · not in the guide
| - Gothelf, J., & Seiden, J. (2013). Lean UX: Applying lean principles to improve user experience. O'Reilly Media.
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| Direction | Feedback that tells a designer what to change, usually without a reason tied to a goal. | | - Connor, A. (2016). 3 kinds of feedback. Discussing Design, Medium. medium.com ↗
- Connor, A., & Irizarry, A. (2015). Discussing design: Improving communication and collaboration through critique. O'Reilly Media. oreilly.com ↗
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| Dot voting | A quick way for a group to narrow options: each person gets a few sticky dots and places them on the ideas they favour. | - R07Design methods IIFrom the field · not in the guide
| - Gray, D., Brown, S., & Macanufo, J. (2010). Gamestorming: A playbook for innovators, rulebreakers, and changemakers. O'Reilly Media.
- Knapp, J., Zeratsky, J., & Kowitz, B. (2016). Sprint: How to solve big problems and test new ideas in just five days. Simon & Schuster.
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| E |
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| Economic principle | The best prototype makes an idea's possibilities and limits visible in the simplest, most efficient way (Lim et al., 2008). | | - Lim, Y.-K., Stolterman, E., & Tenenberg, J. (2008). The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM Transactions on Computer-Human Interaction, 15(2), Article 7. doi ↗
- Rudd, J., Stern, K., & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. Interactions, 3(1), 76–85. doi ↗
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| Evolutionary prototype | A prototype built to be kept and refined, round by round, until it becomes the product. | - R07Design methods IIFrom the field · not in the guide
| - Tripp, S. D., & Bichelmeyer, B. (1990). Rapid prototyping: An alternative instructional design strategy. Educational Technology Research and Development, 38(1), 31–44. doi ↗
- Floyd, C. (1984). A systematic look at prototyping. In R. Budde, K. Kuhlenkamp, L. Mathiassen, & H. Züllighoven (Eds.), Approaches to prototyping (pp. 1–18). Springer. doi ↗
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| Exemplar | A strong piece of finished work shown to learners before they begin, so they can see and discuss what quality looks like. | - R07Design methods IIFrom the field · not in the guide
| - Berger, R. (2003). An ethic of excellence: Building a culture of craftsmanship with students. Heinemann. heinemann.com ↗
- Berger, R., Rugen, L., & Woodfin, L. (2014). Leaders of their own learning: Transforming schools through student-engaged assessment. Jossey-Bass. wiley.com ↗
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| Experience prototyping | Any representation, in any medium, that lets designers, users or clients go through a future situation themselves instead of being told about it. | - R07Design methods IIFrom the field · not in the guide
| - Buchenau, M., & Fulton Suri, J. (2000). Experience prototyping. In Proceedings of the 3rd Conference on Designing Interactive Systems (pp. 424–433). ACM. doi ↗
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| F |
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| Fidelity | How close a prototype is to the finished product in look, behaviour and content. R21 The degree to which a programme is delivered as designed. | | - Rudd, J., Stern, K., & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. Interactions, 3(1), 76–85. doi ↗
- Sims, S., Fletcher-Wood, H., O'Mara-Eves, A., Cottingham, S., Stansfield, C., Van Herwegen, J., & Anders, J. (2021). What are the characteristics of effective teacher professional development? A systematic review and meta-analysis. Education Endowment Foundation. files.eric.ed.gov ↗
- Walker, M., Takayama, L., & Landay, J. A. (2002). High-fidelity or low-fidelity, paper or computer? Choosing attributes when testing web prototypes. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 46(5), 661–665. doi ↗
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| Filters and manifestations | Two roles of a prototype: a filter selects the aspects of an idea to examine, and a manifestation makes the idea concrete in some material, level of detail and scope (Lim et al., 2008). | | - Lim, Y.-K., Stolterman, E., & Tenenberg, J. (2008). The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM Transactions on Computer-Human Interaction, 15(2), Article 7. doi ↗
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| P |
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| Paper prototype | Hand-drawn screens moved by a facilitator in response to what a user does. | | - Rudd, J., Stern, K., & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. Interactions, 3(1), 76–85. doi ↗
- Walker, M., Takayama, L., & Landay, J. A. (2002). High-fidelity or low-fidelity, paper or computer? Choosing attributes when testing web prototypes. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 46(5), 661–665. doi ↗
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| Parallel prototyping | Making several prototypes before getting feedback on them together (Dow et al., 2010). | | - Dow, S. P., Glassco, A., Kass, J., Schwarz, M., Schwartz, D. L., & Klemmer, S. R. (2010). Parallel prototyping leads to better design results, more divergence, and increased self-efficacy. ACM Transactions on Computer-Human Interaction, 17(4), Article 18. doi ↗
- Tohidi, M., Buxton, W., Baecker, R., & Sellen, A. (2006). Getting the right design and the design right: Testing many is better than one. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1243–1252). ACM. doi ↗
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| Permissioned opinions | The fourth step of the Critical Response Process, in which opinions come last and only with the maker's permission: "I have an opinion about _____, would you like to hear it?" (Lerman, n.d.). | | - Lerman, L. (n.d.). Critical Response Process. Liz Lerman. Retrieved September 18, 2026, from lizlerman.com ↗
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| Placeholder text | Dummy wording, often the mock-Latin lorem ipsum, used to fill a layout before the real content exists. It hides the problems real content would reveal. | - R07Design methods IIFrom the field · not in the guide
| |
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| Proof of concept | A small build made to show that an idea is technically possible, which says little about whether people want it or can use it. | - R07Design methods IIFrom the field · not in the guide
| - Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. Helander, T. K. Landauer, & P. Prabhu (Eds.), Handbook of human-computer interaction (2nd ed., pp. 367–381). Elsevier. doi ↗
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| Prototype | Any representation of a design idea, regardless of medium, built to answer a question and then be thrown away (Houde & Hill, 1997). R03 Any representation of a design idea, regardless of medium, made to answer a question (Houde & Hill, 1997). | | - Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. G. Helander, T. K. Landauer, & P. V. Prabhu (Eds.), Handbook of human-computer interaction (2nd ed., pp. 367–381). North-Holland. doi ↗
- Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. Helander, T. K. Landauer, & P. Prabhu (Eds.), Handbook of human-computer interaction (2nd ed., pp. 367–381). Elsevier. doi ↗
- Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. Morgan Kaufmann. books.google.com ↗
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| R |
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| Rapid prototyping | Building and testing rough working versions early and repeatedly, so that design and evaluation run together instead of one after the other. | - R07Design methods IIFrom the field · not in the guide
| - Tripp, S. D., & Bichelmeyer, B. (1990). Rapid prototyping: An alternative instructional design strategy. Educational Technology Research and Development, 38(1), 31–44. doi ↗
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| Reaction | Feedback that reports how a design makes someone feel. | | - Connor, A. (2016). 3 kinds of feedback. Discussing Design, Medium. medium.com ↗
- Connor, A., & Irizarry, A. (2015). Discussing design: Improving communication and collaboration through critique. O'Reilly Media. oreilly.com ↗
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| Replay enactment | A prototype test that replays real, recorded data at its original speed while users role-play a task (Holstein et al., 2019). | | - Holstein, K., McLaren, B. M., & Aleven, V. (2019). Co-designing a real-time classroom orchestration tool to support teacher–AI complementarity. Journal of Learning Analytics, 6(2), 27–52. doi ↗
- Holstein, K., Harpstead, E., Gulotta, R., & Forlizzi, J. (2020). Replay enactments: Exploring possible futures through historical data. In Proceedings of the 2020 ACM Designing Interactive Systems Conference. ACM. doi ↗
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| S |
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| Scenario | A short written story of a particular person using a product to reach a goal in a particular setting, used to think through a design before building it. | - R07Design methods IIFrom the field · not in the guide
| - Carroll, J. M. (2000). Making use: Scenario-based design of human-computer interactions. MIT Press. doi ↗
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| Sketch | A quick, cheap, disposable drawing made to explore an idea rather than confirm it (Buxton, 2007). R03 A quick, cheap, disposable representation made to explore rather than to confirm (Buxton, 2007). | | - Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. Morgan Kaufmann. books.google.com ↗
- Hartmann, B. (2009). Gaining design insight through interaction prototyping tools [Doctoral dissertation, Stanford University]. people.eecs.berkeley.edu ↗
- Tohidi, M., Buxton, W., Baecker, R., & Sellen, A. (2006). Getting the right design and the design right: Testing many is better than one. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1243–1252). ACM. doi ↗
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| Storyboard | A sequence of drawn frames showing a person using a product in context over time, used to explore and explain a situation of use before any screens are designed. | - R07Design methods IIFrom the field · not in the guide
| - Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. Morgan Kaufmann. books.google.com ↗
- Truong, K. N., Hayes, G. R., & Abowd, G. D. (2006). Storyboarding: An empirical determination of best practices and effective guidelines. In Proceedings of the 6th Conference on Designing Interactive Systems (pp. 12–21). ACM. doi ↗
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| T |
|---|
| Throwaway prototype | A prototype built only to answer a question and then discarded, with none of its code or materials carried into the product. | - R07Design methods IIFrom the field · not in the guide
| - Tripp, S. D., & Bichelmeyer, B. (1990). Rapid prototyping: An alternative instructional design strategy. Educational Technology Research and Development, 38(1), 31–44. doi ↗
- Floyd, C. (1984). A systematic look at prototyping. In R. Budde, K. Kuhlenkamp, L. Mathiassen, & H. Züllighoven (Eds.), Approaches to prototyping (pp. 1–18). Springer. doi ↗
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| Tuning protocol | A structured, timed conversation among educators in which a presenter shares work and a question, then listens silently while colleagues give feedback. | - R07Design methods IIFrom the field · not in the guide
| - McDonald, J. P., Mohr, N., Dichter, A., & McDonald, E. C. (2013). The power of protocols: An educator's guide to better practice (3rd ed.). Teachers College Press.
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| W |
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| Warm and cool feedback | A protocol convention: warm feedback names what works in a piece of work; cool feedback raises questions and gaps between the work and its goals. | - R07Design methods IIFrom the field · not in the guide
| - McDonald, J. P., Mohr, N., Dichter, A., & McDonald, E. C. (2013). The power of protocols: An educator's guide to better practice (3rd ed.). Teachers College Press.
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| Wireframe | A plain line drawing of a screen that shows what goes where and in what order of importance, leaving out colour, imagery and final wording. | - R07Design methods IIFrom the field · not in the guide
| - Garrett, J. J. (2011). The elements of user experience: User-centered design for the web and beyond (2nd ed.). New Riders.
- Warfel, T. Z. (2009). Prototyping: A practitioner's guide. Rosenfeld Media.
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| Wizard of Oz test | A test in which a hidden person plays the part of a system (Kelley, 1984). R10 A test in which a hidden person simulates a system that users believe is automated (Kelley, 1984). | | - Kelley, J. F. (1984). An iterative design methodology for user-friendly natural language office information applications. ACM Transactions on Information Systems, 2(1), 26–41. doi ↗
- Dahlbäck, N., Jönsson, A., & Ahrenberg, L. (1993). Wizard of Oz studies: Why and how. Knowledge-Based Systems, 6(4), 258–266. doi ↗
- Kelley, J. F. (2018). Wizard of Oz (WoZ): A yellow brick journey. Journal of Usability Studies, 13(3), 119–124. uxpajournal.org ↗
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