From Vibe to Code — and Back: Lexical Oscillation in the Formation of Design Intent with Generative AI
DOI:
https://doi.org/10.51094/jxiv.5731キーワード:
human-AI interaction、 generative AI、 design intent formation、 lexical oscillation、 ambiguity as a resource、 reflexive thematic analysis抄録
Generative AI design tools make natural-language prompts a starting point for design, placing new articulation demands on designers. Rather than treating prompts as the transmission of pre-existing design intent, we ask how design intent is formed through situated interaction with AI. Five expert UI/UX designers (11–20 years' experience, M = 15.4) designed landing-page hero sections with a generative AI tool, recorded through think-aloud and retrospective interviews. Using reflexive thematic analysis, we used lexical granularity (L1 vibe, L2 design-domain, L3 operational language) as a sensitizing lens. Rather than moving from vibe to code unidirectionally, designers showed lexical oscillation, including returns from operational specificity to ambiguity. Mismatches with AI outputs were taken up as occasions for designers to reconsider what they meant, and engagement shifted from instruction to consultation. One non-oscillating trajectory—a negative case—suggested conceptual misalignment as a tentative boundary for future examination. We position AI as a non-neutral generative interlocutor and ambiguity as a resource for design judgment.
利益相反に関する開示
The author declares no conflict of interest.ダウンロード *前日までの集計結果を表示します
引用文献
American Psychological Association. (2017). Ethical principles of psychologists and code of conduct (2002, amended effective June 1, 2010, and January 1, 2017). https://www.apa.org/ethics/code
Barad, K. (2007). Meeting the universe halfway: Quantum physics and the entanglement of matter and meaning. Duke University Press. https://doi.org/10.1215/9780822388128
Blumer, H. (1954). What is wrong with social theory? American Sociological Review, 19(1), 3–10. https://doi.org/10.2307/2088165
Boud, D., Keogh, R., & Walker, D. (1985). Reflection: Turning experience into learning. Kogan Page.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Braun, V., & Clarke, V. (2019). Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health, 11(4), 589–597. https://doi.org/10.1080/2159676X.2019.1628806
Buxton, B. (2007). Sketching user experiences: Getting the design right and the right design. Morgan Kaufmann.
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design (4th ed.). Sage.
Cross, N. (2004). Expertise in design: An overview. Design Studies, 25(5), 427–441. https://doi.org/10.1016/j.destud.2004.06.001
Dorst, K., & Cross, N. (2001). Creativity in the design process: Co-evolution of problem–solution. Design Studies, 22(5), 425–437. https://doi.org/10.1016/S0142-694X(01)00009-6
Ericsson, K. A., & Simon, H. A. (1993). Protocol analysis: Verbal reports as data (Rev. ed.). MIT Press.
Gaver, W. W., Beaver, J., & Benford, S. (2003). Ambiguity as a resource for design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '03) (pp. 233–240). ACM. https://doi.org/10.1145/642611.642653
Goldschmidt, G. (1991). The dialectics of sketching. Creativity Research Journal, 4(2), 123–143. https://doi.org/10.1080/10400419109534381
Hall, E. T. (1976). Beyond culture. Anchor Books.
Kahneman, D. (2011). Thinking, fast and slow. Farrar, Straus and Giroux.
Karpathy, A. [@karpathy]. (2025, February 2). There's a new kind of coding I call "vibe coding" where you fully give in to the vibes [Post]. X. https://x.com/karpathy/status/1886192184808149383
Knoth, N., Tolzin, A., Janson, A., & Leimeister, J. M. (2024). AI literacy and its implications for prompt engineering strategies. Computers and Education: Artificial Intelligence, 6, 100225. https://doi.org/10.1016/j.caeai.2024.100225
Koch, J., Lucero, A., Hegemann, L., & Oulasvirta, A. (2019). May AI? Design ideation with cooperative contextual bandits. In Proceedings of CHI '19. ACM. https://doi.org/10.1145/3290605.3300863
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall.
Lee, H. P., Sarkar, A., Tankelevitch, L., Drosos, I., Rintel, S., Banks, R., & Wilson, N. (2025). The impact of generative AI on critical thinking: Self-reported reductions in cognitive effort and confidence effects from a survey of knowledge workers. In Proceedings of CHI '25. ACM. https://doi.org/10.1145/3706598.3713778
Lieberman, H., Paternò, F., Klann, M., & Wulf, V. (2006). End-user development: An emerging paradigm. In End user development (pp. 1–8). Springer.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
Malterud, K., Siersma, V. D., & Guassora, A. D. (2016). Sample size in qualitative interview studies: Guided by information power. Qualitative Health Research, 26(13), 1753–1760. https://doi.org/10.1177/1049732315617444
Meske, C., Hermanns, T., von der Weiden, E., Loser, K.-U., & Berger, T. (2025). Vibe coding as a reconfiguration of intent mediation in software development: Definition, implications, and research agenda. IEEE Access, 13, 213242–213259. https://doi.org/10.1109/ACCESS.2025.3645466
Nardi, B. A. (1993). A small matter of programming: Perspectives on end user computing. MIT Press.
Nonaka, I., & Takeuchi, H. (1995). The knowledge-creating company. Oxford University Press.
Polanyi, M. (1966). The tacit dimension. University of Chicago Press.
Schön, D. A. (1983). The reflective practitioner. Basic Books.
Sidra, S., & Mason, C. (2025). Generative AI in human-AI collaboration: Validation of the collaborative AI literacy and collaborative AI metacognition scales for effective use. International Journal of Human–Computer Interaction, 41, 5084–5108. https://doi.org/10.1080/10447318.2025.2543997
Simkute, A., Tankelevitch, L., Kewenig, V., Scott, A. E., Sellen, A., & Rintel, S. (2025). Ironies of generative AI: Understanding and mitigating productivity loss in human-AI interaction. International Journal of Human–Computer Interaction, 41(5), 2898–2919. https://doi.org/10.1080/10447318.2024.2405782
Suchman, L. A. (1987). Plans and situated actions: The problem of human–machine communication. Cambridge University Press.
Tankelevitch, L., Kewenig, V., Simkute, A., Scott, A. E., Sarkar, A., Sellen, A., & Rintel, S. (2024). The metacognitive demands and opportunities of generative AI. In Proceedings of CHI '24. ACM. https://doi.org/10.1145/3613904.3642902
Tavory, I., & Timmermans, S. (2014). Abductive analysis: Theorizing qualitative research. University of Chicago Press.
Vallgårda, A., & Fernaeus, Y. (2015). Interaction design as a bricolage practice. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '15) (pp. 173–180). ACM. https://doi.org/10.1145/2677199.2680594
World Medical Association. (2013). World Medical Association Declaration of Helsinki: Ethical principles for medical research involving human subjects. JAMA, 310(20), 2191–2194. https://doi.org/10.1001/jama.2013.281053
Yang, Q., Steinfeld, A., Rosé, C., & Zimmerman, J. (2020). Re-examining whether, why, and how human-AI interaction is uniquely difficult to design. In Proceedings of CHI '20. ACM. https://doi.org/10.1145/3313831.3376301
Zamfirescu-Pereira, J. D., Wong, R. Y., Hartmann, B., & Yang, Q. (2023). Why Johnny can't prompt. In Proceedings of CHI '23. ACM. https://doi.org/10.1145/3544548.3581388
ダウンロード
公開済
投稿日時: 2026-07-24 08:32:49 UTC
公開日時: 2026-08-04 08:24:28 UTC
ライセンス
Copyright(c)2026
Sato, Daisaku
この作品は、Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Licenseの下でライセンスされています。
