Design Thinking Skill
Overview
Design Thinking is a human-centered approach to innovation and problem-solving. It integrates the needs of people, the possibilities of technology, and the requirements for business success.
The Five Phases
- Empathize
Purpose: Understand the people you're designing for.
Key Activities:
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User interviews
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Observation
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Immersive experiences
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Empathy mapping
Outputs:
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User insights
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Empathy maps
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User journey maps
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Pain points and gains
Key Questions:
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Who is the user?
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What do they need?
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What frustrates them?
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What delights them?
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What are their goals?
- Define
Purpose: Synthesize findings into a clear problem statement.
Key Activities:
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Insight synthesis
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Problem framing
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Point of View (POV) statements
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"How Might We" questions
Outputs:
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Problem statement
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POV statement
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HMW questions
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Design challenge
Frameworks:
POV Statement:
[USER] needs [NEED] because [INSIGHT]
How Might We (HMW):
How might we [action] for [user] so that [outcome]?
- Ideate
Purpose: Generate a wide range of potential solutions.
Key Activities:
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Brainstorming
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Mind mapping
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Sketching
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SCAMPER technique
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Worst possible idea
Outputs:
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Idea bank
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Concept sketches
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Clustered themes
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Selected concepts for prototyping
Rules for Ideation:
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Defer judgment
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Encourage wild ideas
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Build on others' ideas
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Stay focused on topic
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One conversation at a time
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Be visual
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Go for quantity
- Prototype
Purpose: Create representations of solutions to explore.
Key Activities:
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Sketching
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Storyboarding
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Role-playing
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Paper prototypes
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Digital mockups
Outputs:
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Prototypes (any fidelity)
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Storyboards
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Scenarios
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Physical or digital models
Prototype Principles:
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Start rough, refine later
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Build to think
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Fail fast, learn faster
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Prototype to learn, not to prove
- Test
Purpose: Gather feedback and refine solutions.
Key Activities:
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User testing
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Feedback sessions
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Observation
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Iteration
Outputs:
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Feedback synthesis
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Refined prototypes
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Iteration plans
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Validated concepts
Feedback Framework:
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What I like...
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What I wish...
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What I wonder...
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What if...
Design Thinking Mindsets
- Human-Centered
Always start with people and their needs.
- Bias Toward Action
Build to think. Don't just talk about ideas.
- Radical Collaboration
Diverse perspectives lead to better solutions.
- Culture of Prototyping
Make ideas tangible early and often.
- Show, Don't Tell
Use visuals, stories, and prototypes.
- Mindful of Process
Know where you are in the process.
- Embrace Ambiguity
Stay open even when unclear.
Workshop Timing Guide
90-Minute Sprint
Phase Time Focus
Empathize 15 min Quick user perspective
Define 10 min Problem statement
Ideate 25 min Solution brainstorm
Prototype 20 min Concept sketches
Test/Feedback 15 min Peer review
Close 5 min Next steps
Half-Day Workshop (3 hours)
Phase Time Focus
Empathize 45 min Deep user research
Define 30 min Synthesis + HMW
Ideate 45 min Multiple techniques
Prototype 45 min Multiple concepts
Test 30 min User feedback
Close 15 min Actions
Full-Day Workshop (6+ hours)
Extended exploration of each phase with breaks and team exercises.
Common Techniques
Empathy Map
┌───────────────────────────────────────────────────┐ │ SAYS │ │ (quotes, phrases) │ ├───────────────────────┬───────────────────────────┤ │ THINKS │ FEELS │ │ (beliefs, thoughts) │ (emotions, reactions) │ ├───────────────────────┼───────────────────────────┤ │ DOES │ │ │ (actions, behaviors) │ │ ├───────────────────────┴───────────────────────────┤ │ PAINS │ GAINS │ │ (frustrations, fears) │ (wants, needs, goals) │ └───────────────────────┴───────────────────────────┘
User Journey Map
PHASE: Awareness → Consideration → Decision → Use → Loyalty ACTIONS: [What user does at each stage] THOUGHTS: [What user thinks] EMOTIONS: [How user feels - graph line] PAIN PTS: [Friction points] OPPTYS: [Opportunities to improve]
2x2 Matrix for Prioritization
HIGH IMPACT
│
┌───────────────┼───────────────┐
│ DO LATER │ DO NOW │
HIGH│ │ │LOW EFFORT │ EFFORT │ DON'T DO │ FILL-IN │ └───────────────┼───────────────┘ │ LOW IMPACT
When to Use Design Thinking
Best For:
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Complex, ill-defined problems
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Human-centered challenges
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Innovation and new product development
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Experience design
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Service design
Less Suitable For:
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Well-defined technical problems
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Urgent decisions with no time for exploration
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Problems with clear, known solutions
See activities.md for detailed activity guides.