THE FOLLOWING TAKES inspiration from Liz Sanders and Pieter Jan Stappers’ recent metahistorical editorial article which periodiz- es design as: 19808 - expert discipline-specific design of products on the basis of market research 2010s ~interdisciplinary designing of interactive experiences on the basis of participatory research through practice 204.08 ~ generalized co-design of sustainable systems [21] In this kind of visioning, a key shift is the movement of prototyping from a late stage testing device in the 1980s, through being a more front-end innovation tool currently, to designs, now understood as systems rather than things, being a kind of perpetual prototype. I would like to trouble this aspiration by taking into consideration some current design process trends. The intention is to ask about appropriate kinds of prototyping giving present and future risks. IMAGINING AND REALIZING Designing is the process of making futures (see the important Open University textbook Man-Made Futures, [8]). There are at least two distinct aspects to this process. Each aims at a different sense of “the possible” or what it means “to create.” One is disrup- tively innovative; it seeks to break with how things currently are, open up the new. The other is more instrumentally pragmatic; it seeks to work out how current things might be transformed, what it is practicable to make. Ideally, designers are equal parts fantasists and realists. They can imagine the most far-fetched unreal things; but then they can also focus on questions of practicability, how to make those imag- ined things real. Designing should be a dialectic between to these two different kinds of possibility. Designers have tools and skills to manage this dialectic, tech- niques that give the expertise of designing its distinctiveness. All of these are ways of making futural possibilities partially real in the present so that they can be evaluated and detailed—chief among these are: prototypes. VISUAL PROTOTYPING The term “design” refers etymologically to the process of drawing. Sketching services both sides of the designing dialectic. Visual perception’s rush to associate marks on pages or screens with represented things means that drawing is a creative process, generating new possibilities even to the mark maker [14]. Hence “visual thinking,” where the emergent image seems to back-talk to designer abductively. On the other side, visual representations of possible designs become stages for a series of thought-experi- ments about the material feasibility of design. Designers, skilled at reading visualized designs (like plans, elevations, exploded views, mechanism or joinery details, etc), can make assessments about buildability, operability, etc, of an imagined design. Design-through-visualization was certainly a major break- through in how humans made futures. The seminal publications of John Chris Jones and Christopher Alexander suggested that the whole scale and pace of modernization depended on the “creative leaps” and “virtual prototyping” that self-conscious designing-as-drawing afforded [15, 1]. Jones and Alexander were writing amidst the Design Methods Movement. This was the moment when design researchers felt that the situations in and for which designers were making futures were becoming much more complex. The argument is related to the metahistorical one Vilem Flusser was fond of: when things got too complex to speech, we started writing; when things got too complex for writing, we started designing-by-drawing [11]. Now that things are too complex for diagrams and sketches, we—what? The Design Methods Movement perhaps failed—it was at least renounced by both Jones and Alexander—because, at its worst, it conflated two different kinds of feasibility: technical and social. The computation that was arriving at the time could process complex issues related to manufacturability and functionality; but it was wrong-headed to imagine that cultural/political complexities could be resolved in the same way. This is why design researchers in North America began to explore more dialogical ways of nego- tiating “wicked problems” such as hermeneutic dialogue mapping and the double-loop learning of reflective practice, at the same that more participatory approaches to human-computer interaction were being developed in Scandinavia [2, 6, 10, 23]. ENACTING WITH PROTOTYPES What remained designerly about these social practices was their materiality. Attaining consensus on a problem-frame is one thing, but coming to an agreement about a promising solution-field is another. To do this, designers shifted from 2D to 3D, or in truth to 4D: prototypes, enacted in scenarios. A physical prototype accesses embodied aspects of interactions that can be missed when merely imagining from visual representations. Whilst a prototype appears to foreground the thing itself, its materialization in fact allows consideration of the design will feel, how it is to interact with. The object of prototyping is thing-being-used-by-someone. In the recent history of professional design, especially in the realm of digital products, there has been a slide, on the practicabil- ity of side of the designing dialectic, from User-centered Design to Human-centered Design, that is to say, from issues of Usability to Experience. This is because what enacted prototyping reveals is not just things about the product (whether it can be made to enable this or that interaction), but also things about people (whether they can be enabled to make this or that interaction). Improvising with phys- ical prototypes (of varying levels of fidelity, with respect to both the prototype and the scenario) accesses aspects of complex futural social feasibility that the Design Methods Movement failed to discern and that wicked problem negotiation could only talk about. 19