Design Thinking
When to Use This Skill
Use this skill when:
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Design Thinking tasks - Working on design thinking methodology for human-centered innovation. covers the 5-phase ideo/stanford d.school approach (empathize, define, ideate, prototype, test) with workshop facilitation and exercise templates
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Planning or design - Need guidance on Design Thinking approaches
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Best practices - Want to follow established patterns and standards
Overview
A human-centered approach to innovation that integrates the needs of people, the possibilities of technology, and the requirements for business success.
What is Design Thinking?
Design Thinking is a problem-solving methodology developed by IDEO and taught at Stanford d.school. It emphasizes understanding users, challenging assumptions, redefining problems, and creating innovative solutions through iterative prototyping and testing.
Core Principles
Principle Description
Human-Centered Start with people, not technology or process
Embrace Ambiguity Comfortable with uncertainty early on
Bias to Action Learn by doing, not just thinking
Radical Collaboration Cross-functional, diverse perspectives
Iterate Rapidly Fail fast, learn fast, improve fast
The 5 Phases
┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │ │ │ │ │ │ │ │ │ │ │EMPATHIZE│→│ DEFINE │→│ IDEATE │→│PROTOTYPE│→│ TEST │ │ │ │ │ │ │ │ │ │ │ │Understand│ │Frame the│ │Generate │ │Build to │ │Learn & │ │the user │ │problem │ │ideas │ │learn │ │refine │ └─────────┘ └─────────┘ └─────────┘ └─────────┘ └─────────┘ ▲ │ └────────────────── Iterate ─────────────────────────┘
Phase Characteristics
Phase Mode Key Question Output
Empathize Diverge What is the user experiencing? Insights, observations
Define Converge What is the core problem? POV statement
Ideate Diverge What are possible solutions? Ideas, concepts
Prototype Converge How can we make it tangible? Prototypes
Test Learn What works and what doesn't? Validated learning
Phase 1: Empathize
Build deep understanding of users and their experiences.
Empathy Methods
Method Duration Participants Best For
User Interviews 30-60 min 1:1 Deep individual insight
Observation Hours-days Field work Natural behavior
Empathy Mapping 15-30 min Workshop Synthesizing research
Journey Mapping 1-2 hours Workshop Experience visualization
Shadowing Half-day Field work Workflow understanding
Empathy Map Template
Empathy Map: [User/Persona Name]
Says
[Direct quotes from interviews/observation]
- "[Quote 1]"
- "[Quote 2]"
Thinks
[What might they be thinking? Hopes/fears?]
- [Thought 1]
- [Thought 2]
Does
[Actions and behaviors observed]
- [Behavior 1]
- [Behavior 2]
Feels
[Emotional state, what worries/excites them]
- [Emotion 1]
- [Emotion 2]
Pains
[Frustrations, obstacles, risks]
- [Pain 1]
- [Pain 2]
Gains
[Wants, needs, measures of success]
- [Gain 1]
- [Gain 2]
Interview Guide Structure
User Interview Guide
Duration: 45-60 minutes Objective: [What we want to learn]
Opening (5 min)
- Introduce yourself and purpose
- Explain confidentiality, recording consent
- "There are no right or wrong answers"
Context (10 min)
- Tell me about your role/day-to-day
- How long have you been doing [X]?
- Walk me through a typical [scenario]
Deep Dive (25 min)
- Tell me about a time when [specific experience]
- What was the most challenging part?
- What did you try? What happened?
- How did that make you feel?
Needs & Desires (10 min)
- If you could wave a magic wand, what would change?
- What would that enable you to do?
- What does success look like for you?
Closing (5 min)
- Is there anything else you'd like to share?
- Can we follow up if we have questions?
Phase 2: Define
Synthesize observations and frame the right problem.
Point of View (POV) Statement
POV Statement
User: [Specific user type/persona]
Need: [Verb - what they need to do]
Insight: [Because - surprising insight about why]
Full Statement: [User] needs to [need] because [insight].
Example: A busy working parent needs to quickly prepare healthy meals because they want to model good eating habits for their children but feel guilty about the time-cost tradeoff.
How Might We (HMW) Questions
Transform POV into actionable opportunity statements:
How Might We Questions
POV: [Your POV statement]
HMW Brainstorm
Generate HMW questions by asking:
| Lens | Question | HMW |
|---|---|---|
| Amplify the good | What's working? | HMW do more of [good thing]? |
| Remove the bad | What's painful? | HMW eliminate [pain point]? |
| Explore the opposite | What if we flipped it? | HMW [opposite approach]? |
| Question assumptions | What's assumed? | HMW if [assumption] wasn't true? |
| Change status quo | What's expected? | HMW change when/where/who? |
| Break it into parts | What are components? | HMW address just [component]? |
Selected HMW Questions
- HMW [question 1]?
- HMW [question 2]?
- HMW [question 3]?
Priority HMW: [The one to ideate on]
Phase 3: Ideate
Generate a wide range of creative solutions.
Ideation Rules
Rule Description
Defer judgment No criticism during brainstorming
Go for quantity More ideas = better ideas
Build on others' ideas "Yes, and..."
Encourage wild ideas Think big, no constraints
Be visual Sketch, don't just talk
One conversation Listen, build, riff
Stay focused Keep the HMW visible
Brainstorming Session Template
Ideation Session
HMW: [The How Might We question] Duration: 30-45 minutes Participants: [Names]
Warm-Up (5 min)
[Quick creative exercise to loosen up]
Silent Brainstorm (10 min)
- Write one idea per sticky note
- Work individually
- Aim for 10+ ideas each
Share & Build (15 min)
- Share ideas one by one
- Build on others' ideas
- No criticism, only "Yes, and..."
Cluster & Theme (10 min)
- Group similar ideas
- Name each cluster
- Identify promising directions
Ideas Generated
| Cluster | Ideas | Count |
|---|---|---|
| [Theme 1] | [List] | [N] |
| [Theme 2] | [List] | [N] |
Top Ideas to Prototype
- [Idea 1]
- [Idea 2]
- [Idea 3]
Ideation Techniques
Technique Description When to Use
Classic Brainstorm Free association Starting point
Brainwriting Silent written ideas Quiet/remote groups
SCAMPER Substitute, Combine, Adapt, Modify, Put to other use, Eliminate, Reverse Improving existing
Analogies How would X solve this? Breaking mental models
Worst Idea Intentionally bad ideas When stuck
Mash-up Combine unrelated concepts Radical innovation
Phase 4: Prototype
Build quick, cheap representations to learn.
Prototype Philosophy
"If a picture is worth 1,000 words, a prototype is worth 1,000 meetings." — IDEO
Prototype Types
Type Fidelity Time Best For
Paper Sketch Very Low Minutes Earliest exploration
Storyboard Low 30 min User journey, scenarios
Paper Prototype Low 1-2 hours Screen flows, UI
Role Play Low 30 min Service experiences
Wizard of Oz Medium Hours Complex interactions
Clickable Mockup Medium Days Digital products
Physical Model Varies Varies Tangible products
Prototype Planning Template
Prototype Plan
Concept: [What we're prototyping] Goal: [What we want to learn] Audience: [Who will test it]
What to Prototype
- Include: [Essential elements to test]
- Exclude: [What we won't build yet]
Prototype Type
Type: [Paper/Digital/Physical/Role-play] Fidelity: [Low/Medium/High] Time to Build: [Duration]
Materials Needed
- [Material 1]
- [Material 2]
Key Questions to Answer
- [Question 1]
- [Question 2]
- [Question 3]
Success Criteria
- [How we'll know it worked]
Storyboard Template
Storyboard: [Concept Name]
Scene 1: [Setup]
[Sketch/Description] What's happening: [Action] User says/thinks: "[Quote]"
Scene 2: [Trigger]
[Sketch/Description] What's happening: [Action] User says/thinks: "[Quote]"
Scene 3: [Interaction]
[Sketch/Description] What's happening: [Action] User says/thinks: "[Quote]"
Scene 4: [Resolution]
[Sketch/Description] What's happening: [Action] User says/thinks: "[Quote]"
Phase 5: Test
Learn what works, what doesn't, and iterate.
Testing Principles
Principle Description
Show, don't tell Let the prototype speak
Create experiences Have users interact, not just look
Ask "why?" Dig into reactions
Embrace failure Every test teaches something
Iterate Build-test-learn cycles
Test Session Template
Test Session
Prototype: [Name/Version] Participant: [Code or name] Date: [ISO date]
Introduction
"We're testing a concept, not you. There are no wrong answers. Please think out loud as you interact with this."
Scenario
[Context to set up the test]
Observations
| Moment | Observation | Quote | Insight |
|---|---|---|---|
| [When] | [What happened] | "[Said]" | [Meaning] |
Key Learnings
- [Learning 1]
- [Learning 2]
- [Learning 3]
What to Keep
- [Element that worked]
What to Change
- [Element to modify]
Questions Raised
- [New question to explore]
Iteration Framework
Iteration Review
Prototype Version: [N] Tests Conducted: [Number]
Synthesis
| Finding | Frequency | Severity | Action |
|---|---|---|---|
| [Finding] | [X/N] | H/M/L | Keep/Change/Remove |
Next Iteration
Priority Changes:
- [Change 1]
- [Change 2]
Hypothesis to Test: If we [change], then [expected outcome] because [reason].
Workshop Agenda Templates
Half-Day Workshop (4 hours)
Design Thinking Workshop
Duration: 4 hours Participants: 6-12 people
Agenda
0:00 - 0:15 Welcome & Icebreaker
- Introductions
- Creative warm-up
0:15 - 0:45 Empathy Share (30 min)
- Share research/interviews
- Empathy mapping exercise
0:45 - 1:15 Define (30 min)
- Synthesize insights
- Create POV statements
- Generate HMW questions
1:15 - 1:30 Break (15 min)
1:30 - 2:15 Ideate (45 min)
- Brainstorming
- Clustering
- Voting
2:15 - 3:15 Prototype (60 min)
- Teams build low-fi prototypes
- Prepare to present
3:15 - 3:45 Share & Feedback (30 min)
- Each team presents
- Group feedback
3:45 - 4:00 Wrap-up (15 min)
- Key decisions
- Next steps
Full-Day Sprint (8 hours)
Design Sprint (1-Day)
Duration: 8 hours (condensed from 5-day sprint) Participants: 5-8 people cross-functional
Morning: Understand & Define
9:00 - 9:30 Set the stage
- Sprint goal
- Challenge statement
9:30 - 10:30 Expert interviews / Lightning talks
- Stakeholder perspectives
- User insights
10:30 - 11:00 How Might We
- Generate HMW from insights
- Vote on priority
11:00 - 12:00 Sketch solutions
- Individual crazy 8s
- Solution sketches
Afternoon: Build & Test
12:00 - 1:00 Lunch
1:00 - 1:30 Decide
- Critique sketches
- Vote
- Decide what to prototype
1:30 - 4:00 Prototype
- Build testable prototype
- Prepare test script
4:00 - 5:00 Test
- 3-5 user tests
- Capture feedback
5:00 - 5:30 Debrief
- What we learned
- Next steps
Integration with Other Methods
Upstream
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User Research - Feeds into Empathize phase
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Stakeholder Analysis - Identifies who to interview
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Strategic Analysis - Business context for innovation
Downstream
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Lean Startup - Build-Measure-Learn loops
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Agile Development - Iterative implementation
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Business Model Canvas - Modeling the solution
.NET/C# Context
When applying Design Thinking to software products:
// Example: Tracking Design Thinking sessions public class DesignThinkingSession { public Guid Id { get; init; } public required string ChallengeName { get; init; } public required DesignPhase CurrentPhase { get; init; } public required string HowMightWe { get; init; } public DateTimeOffset Created { get; init; }
public List<EmpathyInsight> Insights { get; } = [];
public PointOfView? Pov { get; set; }
public List<Idea> Ideas { get; } = [];
public List<Prototype> Prototypes { get; } = [];
public List<TestResult> Tests { get; } = [];
}
public enum DesignPhase { Empathize, Define, Ideate, Prototype, Test }
public record EmpathyInsight( string Observation, string UserQuote, string Interpretation );
public record PointOfView( string User, string Need, string Insight );
public record Idea( string Title, string Description, int Votes, string Cluster );
Related Skills
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stakeholder-analysis
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Identifying interview subjects
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journey-mapping
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Empathize phase visualization
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business-model-canvas
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Modeling solutions
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prioritization
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Selecting which ideas to prototype
Version History
- v1.0.0 (2025-12-26): Initial release