As AI integrates into design practice, designers increasingly use generative AI tools to envision AI-enabled solutions, positioning AI as both design tool and design material. This dual role creates recursive value tensions distinct from traditional design work. We engaged 18 designers in a concept envisioning activity and interviews to understand how they navigate values and recognize potential harms in this context. Our analysis reveals that (i) designers engage in reciprocal reflection-in-action with AI; (ii) this process surfaces multi-level value tensions across tool, designer, and concept; (iii) designers demonstrate greater attunement to harm recognition as a primary design signal than to articulating positive value fulfillment; and (iv) designers exercise anticipatory judgment through meta-design reasoning about how tool assumptions risk propagating into designed concepts and future use contexts. We extend Schon's reflection-in-action framework and discuss implications for redesigning AI-mediated design tools, supporting harm-centered reasoning, and positioning design as foundational to AI development.
Concept designers in the entertainment industry create highly detailed, often imaginary environments for movies, games, and TV shows. Their early ideation phase requires intensive research, brainstorming, visual exploration, and combination of various design elements to form cohesive designs. However, existing AI tools focus on image generation from user specifications, lacking support for the unique needs and complexity of concept designers' workflows. Through a formative study with 12 professional designers, we captured their workflows and identified key requirements for AI-assisted ideation tools. Leveraging these insights, we developed AIdeation to support early ideation by brainstorming design concepts with flexible searching and recombination of reference images. A user study with 16 professional designers showed that AIdeation significantly enhanced creativity, ideation efficiency, and satisfaction (all p<.01) compared to current tools and workflows. A field study with 4 studios for 1 week provided insights into AIdeation's benefits and limitations in real-world projects. After the completion of the field study, two studios, covering films, television, and games, have con
Inspiration plays an important role in design, yet its specific impact on data visualization design practice remains underexplored. This study investigates how professional visualization designers perceive and use inspiration in their practice. Through semi-structured interviews, we examine their sources of inspiration, the value they place on them, and how they navigate the balance between inspiration and imitation. Our findings reveal that designers draw from a diverse array of sources, including existing visualizations, real-world phenomena, and personal experiences. Participants describe a mix of active and passive inspiration practices, often iterating on sources to create original designs. This research offers insights into the role of inspiration in visualization practice, the need to expand visualization design theory, and the implications for the development of visualization tools that support inspiration and for training future visualization designers.
Interactive visualization editors empower users to author visualizations without writing code, but do not provide guidance on the art and craft of effective visual communication. In this paper, we explore the potential of using an off-the-shelf large language models (LLMs) to provide actionable and customized feedback to visualization designers. Our implementation, VISUALIZATIONARY, demonstrates how ChatGPT can be used for this purpose through two key components: a preamble of visualization design guidelines and a suite of perceptual filters that extract salient metrics from a visualization image. We present findings from a longitudinal user study involving 13 visualization designers-6 novices, 4 intermediates, and 3 experts-who authored a new visualization from scratch over several days. Our results indicate that providing guidance in natural language via an LLM can aid even seasoned designers in refining their visualizations. All our supplemental materials are available at https://osf.io/v7hu8.
Discussions of software design often refer to using "design spaces" to describe the spectrum of available design alternatives. This supports design thinking in many ways: to capture domain knowledge, to support a wide variety of design activity, to analyze or predict properties of alternatives, to understand interactions and dependencies among design choices. We present a sampling of what designers, especially software designers, mean when they say "design space" and provide examples of the roles their design spaces serve in their design activity. This shows how design spaces can serve designers as lenses to reduce the overall space of possibilities and support systematic design decision making.
Prototyping AI applications is notoriously difficult. While large language model (LLM) prompting has dramatically lowered the barriers to AI prototyping, designers are still prototyping AI functionality and UI separately. We investigate how coupling prompt and UI design affects designers' workflows. Grounding this research, we developed PromptInfuser, a Figma plugin that enables users to create semi-functional mockups, by connecting UI elements to the inputs and outputs of prompts. In a study with 14 designers, we compare PromptInfuser to designers' current AI-prototyping workflow. PromptInfuser was perceived to be significantly more useful for communicating product ideas, more capable of producing prototypes that realistically represent the envisioned artifact, more efficient for prototyping, and more helpful for anticipating UI issues and technical constraints. PromptInfuser encouraged iteration over prompt and UI together, which helped designers identify UI and prompt incompatibilities and reflect upon their total solution. Together, these findings inform future systems for prototyping AI applications.
AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as "co-creators." Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.
Over the last three decades, various didactic proposals have been published in an attempt to connect theory and research findings with the design of Teaching-Learning Sequences (TLS) in various contexts. Many studies have analysed the process of designing teaching-learning sequences as a research activity. This line of research aims to increase the impact and transferability of educational practice. However, the information usually provided about the relation between the theory and research findings with the design of the TLS is insufficiently detailed to provide the basis for a critique. Furthermore, not all TLS proposals include evaluation in terms of learning outcomes and very rarely are these learning outcomes specifically related to the design process. This lack of detailed information on the design and evaluation of proposed TLS makes it difficult to properly assess their potential effectiveness or to systematically discuss and improve their design. In this chapter we want to contribute to make the rationale for design decisions explicit. The aim of this paper is to describe in detail how the theoretical orientations of designers of teaching materials towards cognition and le
Children's agency plays a critical role in shaping children's autonomy, participation, and well-being in their interactions with digital systems, particularly in emerging child-AI contexts. However, how designers currently understand and reason about children's agency in practice remains underexplored. In this paper, we examine designers's engagement with children's agency through a participatory workshop in which we introduce a design-for-agency framework that supports designers externalising the consideration of agency in their design contexts. We find that while participants are committed to implementing ethical AI systems for children, they often struggle to understand why agency matters and how it can be operationalised in practice. Our agency design framework provided designers with a structured way to translate implicit, experience-based judgments into explicit articulation of agency trade-offs while acknowledging the associated design complexity. We conclude by offering initial insights into supporting designers' reasoning about children's agency and outlining directions for future research.
As designers become familiar with Generative AI, a new concept is emerging: Agentic AI. While generative AI produces output in response to prompts, agentic AI systems promise to perform mundane tasks autonomously, potentially freeing designers to focus on what they love: being creative. But how do designers feel about integrating agentic AI systems into their workflows? Through design fiction, we investigated how designers want to interact with a collaborative agentic AI platform. Ten professional designers imagined and discussed collaborating with an AI agent to organise inspiration sources and ideate. Our findings highlight the roles AI agents can play in supporting designers, the division of authority between humans and AI, and how designers' intent can be explained to AI agents beyond prompts. We synthesise our findings into a conceptual framework that identifies authority distribution among humans and AI agents and discuss directions for utilising AI agents in future design workflows.
Professional designers work from client briefs that specify goals and constraints but often lack concrete design details. Translating these abstract requirements into visual designs poses a central challenge, yet existing tools address specific aspects or induce fixation through complete outputs. Through interviews with six professional designers, we identified how designers address this challenge: first structuring ambiguous requirements, then exploring individual elements, and finally recombining alternatives. We developed Brief2Design, supporting this workflow through requirement extraction and recommendation, element-level exploration for objects, backgrounds, text, typography, and composition, and flexible recombination of selected elements. A within-subjects study with twelve designers compared Brief2Design against a conversational baseline. The structured approach increased prompt diversity and received high ratings for requirement extraction and recommendation, but required longer generation time and achieved comparable image diversity. These findings reveal that structured workflows benefit requirement clarification at the cost of efficiency, informing design trade-offs fo
Effective collaboration between designers and users is important for fashion design, which can increase the user acceptance of fashion products and thereby create value. However, it remains an enduring challenge, as traditional designer-centric approaches restrict meaningful user participation, while user-driven methods demand design proficiency, often marginalizing professional creative judgment. Current co-design practices, including workshops and AI-assisted frameworks, struggle with low user engagement, inefficient preference collection, and difficulties in balancing user feedback with design considerations. To address these challenges, we conducted a formative study with designers and users experienced in co-design (N=7), identifying critical challenges for current collaboration between designers and users in the co-design process, and their requirements. Informed by these insights, we introduce DesignBridge, a multi-platform AI-enhanced interactive system that bridges designer expertise and user preferences through three stages: (1) Initial Design Framing, where designers define initial concepts. (2) Preference Expression Collection, where users intuitively articulate prefere
Character design in games involves interdisciplinary collaborations, typically between designers who create the narrative content, and illustrators who realize the design vision. However, traditional workflows face challenges in communication due to the differing backgrounds of illustrators and designers, the latter with limited artistic abilities. To overcome these challenges, we created Sketchar, a Generative AI (GenAI) tool that allows designers to prototype game characters and generate images based on conceptual input, providing visual outcomes that can give immediate feedback and enhance communication with illustrators' next step in the design cycle. We conducted a mixed-method study to evaluate the interaction between game designers and Sketchar. We showed that the reference images generated in co-creating with Sketchar fostered refinement of design details and can be incorporated into real-world workflows. Moreover, designers without artistic backgrounds found the Sketchar workflow to be more expressive and worthwhile. This research demonstrates the potential of GenAI in enhancing interdisciplinary collaboration in the game industry, enabling designers to interact beyond the
Infinite canvas platforms are becoming central to contemporary design practice, enabling designers to externalize cognition through the spatial arrangement of multimodal artifacts. As AI agents increasingly generate and organize content within these environments, their impact on designers' externalization processes remains underexplored. We report a field study with eight professional designers comparing workflows with and without an AI organizing agent. Through a sequence analysis of 5,838 design actions, we identify three key shifts: (1) AI integration reallocates cognitive effort from spatial management to content curation and relational structuring, without increasing active time; (2) a characteristic generate-and-curate cycle emerges in which designers' demands on the agent intensify while the agent's functional role adapts; and (3) AI's role evolves from a divergent catalyst in early stages to a convergent curator in later phases. These findings offer a behavioral model for designing phase-adaptive AI tools that support human-AI co-evolution on infinite canvases.
Recommender systems are usually designed by engineers, researchers, designers, and other members of development teams. These systems are then evaluated based on goals set by the aforementioned teams and other business units of the platforms operating the recommender systems. This design approach emphasizes the designers' vision for how the system can best serve the interests of users, providers, businesses, and other stakeholders. Although designers may be well-informed about user needs through user experience and market research, they are still the arbiters of the system's design and evaluation, with other stakeholders' interests less emphasized in user-centered design and evaluation. When extended to recommender systems for social good, this approach results in systems that reflect the social objectives as envisioned by the designers and evaluated as the designers understand them. Instead, social goals and operationalizations should be developed through participatory and democratic processes that are accountable to their stakeholders. We argue that recommender systems aimed at improving social good should be designed *by* and *with*, not just *for*, the people who will experience
Designing successful interactions requires identifying optimal design parameters. To do so, designers often conduct iterative user testing and exploratory trial-and-error. This involves balancing multiple objectives in a high-dimensional space, making the process time-consuming and cognitively demanding. System-led optimization methods, such as those based on Bayesian optimization, can determine for designers which parameters to test next. However, they offer limited opportunities for designers to intervene in the optimization process, negatively impacting the designer's experience. We propose a design optimization framework that enables natural language interactions between designers and the optimization system, facilitating cooperative design optimization. This is achieved by integrating system-led optimization methods with Large Language Models (LLMs), allowing designers to intervene in the optimization process and better understand the system's reasoning. Experimental results show that our method provides higher user agency than a system-led method and shows promising optimization performance compared to manual design. It also matches the performance of an existing cooperative
With recent advancements in the capabilities of Text-to-Image (T2I) AI models, product designers have begun experimenting with them in their work. However, T2I models struggle to interpret abstract language and the current user experience of T2I tools can induce design fixation rather than a more iterative, exploratory process. To address these challenges, we developed Inkspire, a sketch-driven tool that supports designers in prototyping product design concepts with analogical inspirations and a complete sketch-to-design-to-sketch feedback loop. To inform the design of Inkspire, we conducted an exchange session with designers and distilled design goals for improving T2I interactions. In a within-subjects study comparing Inkspire to ControlNet, we found that Inkspire supported designers with more inspiration and exploration of design ideas, and improved aspects of the co-creative process by allowing designers to effectively grasp the current state of the AI to guide it towards novel design intentions.
Interior design often struggles to capture the subtleties of client experience, leaving gaps between what clients feel and what designers can act upon. We present AIDED, a designer-AI co-design workflow that integrates multimodal client data into generative AI (GAI) design processes. In a within-subjects study with twelve professional designers, we compared four modalities: baseline briefs, gaze heatmaps, questionnaire visualizations, and AI-predicted overlays. Results show that questionnaire data were trusted, creativity-enhancing, and satisfying; gaze heatmaps increased cognitive load; and AI-predicted overlays improved GAI communication but required natural language mediation to establish trust. Interviews confirmed that an authenticity-interpretability trade-off is central to balancing client voices with professional control. Our contributions are: (1) a system that incorporates experiential client signals into GAI design workflows; (2) empirical evidence of how different modalities affect design outcomes; and (3) implications for future AI tools that support human-data interaction in creative practice.
Recent large language models (LLMs) show promise in design tasks, yet a fundamental misalignment persists: design thinking requires iterative intent formulation, while LLMs treat inputs as complete specifications. This challenges design intent formulation, where designers must progressively refine understanding through exploration. Existing tools either sacrifice exploratory flexibility for structural stability or leave reasoning implicit, failing to support human-LLM alignment. Through a formative study with eight designers, we introduce curated reasoning-enabling designers to explicitly inspect, reorganize, and selectively regenerate LLM reasoning structures. We present DesignerlyLoop, implementing this through a two-layer structure separating design intent from LLM reasoning. A study with 20 designers demonstrates that curated reasoning significantly improves design quality and creativity. Our work contributes a novel interaction paradigm for human-LLM alignment, transforming LLMs from content generators into structured reasoning partners in creative design.
System-level design, once the province of board designers, has now become a central concern for chip designers. Because chip design is a less forgiving design medium -- design cycles are longer and mistakes are harder to correct -- system-on-chip designers need a more extensive tool suite than may be used by board designers and a variety of tools and methodologies have been developed for system-level design of systems-on-chips (SoCs). System-level design is less amenable to synthesis than are logic or physical design. As a result, system-level tools concentrate on modeling, simulation, design space exploration, and design verification. The goal of modeling is to correctly capture the system's operational semantics, which helps with both implementation and verification. The study of models of computation provides a framework for the description of digital systems. Not only do we need to understand a particular style of computation, such as dataflow, but we also need to understand how different models of computation can reliably communicate with each other. Design space exploration tools, such as hardware/software co-design, develop candidate designs to understand trade-offs. Simulat