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ux-design-thinking

Design
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Apply Design Thinking's five stages — Empathize, Define, Ideate, Prototype, Test — to solve user-centered problems. Use this skill when the user needs to solve an ambiguous problem, redesign a user experience, facilitate an innovation workshop, or develop a new product concept from scratch — even if they say 'we don't know what to build', 'how do we innovate', or 'the users aren't happy but we're not sure why'.

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Design Thinking

Overview

Design Thinking is a human-centered approach to innovation that integrates user needs, technological feasibility, and business viability. Its five stages are iterative, not linear — expect to loop back as understanding deepens.

Framework

IRON LAW: Empathize BEFORE Define, Define BEFORE Ideate

Jumping to solutions (Ideate) without understanding the problem (Define)
wastes effort solving the wrong problem. Defining the problem without
empathizing with users produces internally-focused problem statements.

The sequence matters: understand the human first, then frame the problem,
then generate solutions.

The Five Stages

1. Empathize — Understand the user's world

  • Observe, interview, immerse in the user's context
  • Goal: understand needs, pain points, and motivations (not just what they say, but what they do and feel)

2. Define — Frame the right problem

  • Synthesize empathy findings into a Point of View (POV) statement: [User] needs to [need] because [insight]
  • A well-defined problem is half-solved. Reframe if needed.

3. Ideate — Generate many solutions

  • Diverge: quantity over quality. Defer judgment.
  • Techniques: brainstorming, How Might We questions, SCAMPER, worst possible idea
  • Then converge: vote, cluster, select 2-3 concepts to prototype

4. Prototype — Make ideas tangible

  • Build quick, cheap, disposable prototypes to learn
  • Fidelity should match the question: paper sketches for flow, clickable mocks for interaction, code for technical feasibility
  • Goal: test assumptions, not impress stakeholders

5. Test — Learn from real users

  • Put the prototype in front of real users
  • Observe behavior, don't just ask opinions
  • What worked? What failed? What surprised you?
  • Loop back to Empathize or Define if core assumptions were wrong

Output Format

# Design Thinking Sprint: {Challenge}

## Empathize
- User: {who}
- Key insights from research: ...
- Surprises: ...

## Define
- POV: [User] needs to [need] because [insight]
- How Might We: {3-5 HMW questions}

## Ideate
- Ideas generated: {count}
- Top 3 concepts: ...

## Prototype
- Prototype type: {paper / digital / physical}
- What it tests: {specific assumption}

## Test
- User feedback: ...
- Validated: {what was confirmed}
- Invalidated: {what was wrong}
- Next iteration: {what to change}

Examples

Correct Application

Scenario: Redesigning hospital waiting room experience

  • Empathize: Observed patients for 3 days. Key insight: anxiety peaks not from wait time but from UNCERTAINTY about wait time.
  • Define: "Patients need to feel informed about their wait status because uncertainty amplifies anxiety beyond what the actual wait causes."
  • Ideate: 40+ ideas → top 3: real-time queue display, SMS position updates, estimated-time kiosk
  • Prototype: Paper prototype of SMS update flow (5 min to build)
  • Test: 8 patients tested → 6 reported feeling "much less anxious" even though actual wait didn't change ✓

Incorrect Application

  • Skipped Empathize, started with "we need a new app feature" → Solutioning without understanding the problem. Violates Iron Law.

Gotchas

  • "Fail fast" requires psychological safety: Teams won't experiment if failure is punished. Establish that prototypes are meant to fail — that's learning.
  • HMW questions set the solution space: "How might we reduce wait time?" leads to different solutions than "How might we reduce anxiety during waits?" Frame carefully.
  • Prototype ≠ MVP: A prototype tests a hypothesis cheaply. An MVP is a viable product. Don't over-build prototypes.
  • Design Thinking is not just for designers: It applies to services, processes, policies, business models — any problem involving human needs.
  • Iteration is not optional: If you run through all 5 stages once without looping back, you've done waterfall with sticky notes, not Design Thinking.

References

  • For facilitation exercises per stage, see references/dt-exercises.md