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Design Thinking is a human-centred problem-solving methodology that combines empathy for users, creative ideation, and iterative prototyping. Originally popularised by IDEO and Stanford's d.school, it has become the foundation of modern UX design practice.
Design Thinking is not a rigid process but a mindset. It encourages teams to:
Key Insight: Design Thinking shifts the question from "What can we build?" to "What do people actually need?"
The d.school model defines five stages, which are non-linear and often overlap:
| Stage | Goal | Key Activities |
|---|---|---|
| Empathise | Understand users and their needs | Interviews, observation, immersion, empathy maps |
| Define | Frame the right problem to solve | Synthesise research, create problem statements, define "How Might We" questions |
| Ideate | Generate a broad range of solutions | Brainstorming, sketching, mind mapping, Crazy 8s |
| Prototype | Build quick, tangible representations | Paper prototypes, wireframes, clickable mockups |
| Test | Validate solutions with real users | Usability testing, A/B testing, feedback sessions |
Empathise --> Define --> Ideate --> Prototype --> Test
^ |
|_______________________________________________________|
The empathise stage is about setting aside your own assumptions and immersing yourself in the user's world.
| Technique | Description | When to Use |
|---|---|---|
| User interviews | One-on-one conversations with users | Early research, exploring motivations and pain points |
| Contextual inquiry | Observing users in their natural environment | Understanding real workflows and workarounds |
| Empathy maps | Visual framework capturing what users say, think, feel, and do | Synthesising interview data |
| Journey mapping | Plotting the user's experience over time | Identifying pain points and opportunities |
| Diary studies | Users record their experiences over days or weeks | Long-term behaviour patterns |
Tip: The best empathy work happens face-to-face. Remote research is useful but does not replace direct observation.
The define stage transforms raw research data into actionable insights.
A well-formed problem statement follows this format:
[User persona] needs a way to [user need] because [insight from research].
Example: "Young parents need a way to find trusted babysitters quickly because they often face last-minute childcare needs and current options require extensive searching."
HMW questions reframe problems as opportunities for design:
Ideation is about quantity over quality. The goal is to generate as many ideas as possible before narrowing down.
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