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design-thinking

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.

allowed_tools: Read, Glob, Grep, Task, Skill

$ Installer

git clone https://github.com/melodic-software/claude-code-plugins /tmp/claude-code-plugins && cp -r /tmp/claude-code-plugins/plugins/business-analysis/skills/design-thinking ~/.claude/skills/claude-code-plugins

// tip: Run this command in your terminal to install the skill


name: design-thinking description: 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. allowed-tools: Read, Glob, Grep, Task, Skill

Design Thinking

When to Use This Skill

Use this skill when:

  • 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
  • Planning or design - Need guidance on Design Thinking approaches
  • 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

PrincipleDescription
Human-CenteredStart with people, not technology or process
Embrace AmbiguityComfortable with uncertainty early on
Bias to ActionLearn by doing, not just thinking
Radical CollaborationCross-functional, diverse perspectives
Iterate RapidlyFail 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

PhaseModeKey QuestionOutput
EmpathizeDivergeWhat is the user experiencing?Insights, observations
DefineConvergeWhat is the core problem?POV statement
IdeateDivergeWhat are possible solutions?Ideas, concepts
PrototypeConvergeHow can we make it tangible?Prototypes
TestLearnWhat works and what doesn't?Validated learning

Phase 1: Empathize

Build deep understanding of users and their experiences.

Empathy Methods

MethodDurationParticipantsBest For
User Interviews30-60 min1:1Deep individual insight
ObservationHours-daysField workNatural behavior
Empathy Mapping15-30 minWorkshopSynthesizing research
Journey Mapping1-2 hoursWorkshopExperience visualization
ShadowingHalf-dayField workWorkflow 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
1. HMW [question 1]?
2. HMW [question 2]?
3. HMW [question 3]?

**Priority HMW:** [The one to ideate on]

Phase 3: Ideate

Generate a wide range of creative solutions.

Ideation Rules

RuleDescription
Defer judgmentNo criticism during brainstorming
Go for quantityMore ideas = better ideas
Build on others' ideas"Yes, and..."
Encourage wild ideasThink big, no constraints
Be visualSketch, don't just talk
One conversationListen, build, riff
Stay focusedKeep 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
1. [Idea 1]
2. [Idea 2]
3. [Idea 3]

Ideation Techniques

TechniqueDescriptionWhen to Use
Classic BrainstormFree associationStarting point
BrainwritingSilent written ideasQuiet/remote groups
SCAMPERSubstitute, Combine, Adapt, Modify, Put to other use, Eliminate, ReverseImproving existing
AnalogiesHow would X solve this?Breaking mental models
Worst IdeaIntentionally bad ideasWhen stuck
Mash-upCombine unrelated conceptsRadical 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

TypeFidelityTimeBest For
Paper SketchVery LowMinutesEarliest exploration
StoryboardLow30 minUser journey, scenarios
Paper PrototypeLow1-2 hoursScreen flows, UI
Role PlayLow30 minService experiences
Wizard of OzMediumHoursComplex interactions
Clickable MockupMediumDaysDigital products
Physical ModelVariesVariesTangible 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
1. [Question 1]
2. [Question 2]
3. [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

PrincipleDescription
Show, don't tellLet the prototype speak
Create experiencesHave users interact, not just look
Ask "why?"Dig into reactions
Embrace failureEvery test teaches something
IterateBuild-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
1. [Learning 1]
2. [Learning 2]
3. [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:**
1. [Change 1]
2. [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

  • User Research - Feeds into Empathize phase
  • Stakeholder Analysis - Identifies who to interview
  • Strategic Analysis - Business context for innovation

Downstream

  • Lean Startup - Build-Measure-Learn loops
  • Agile Development - Iterative implementation
  • 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

  • stakeholder-analysis - Identifying interview subjects
  • journey-mapping - Empathize phase visualization
  • business-model-canvas - Modeling solutions
  • prioritization - Selecting which ideas to prototype

Version History

  • v1.0.0 (2025-12-26): Initial release

Repository

melodic-software
melodic-software
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melodic-software/claude-code-plugins/plugins/business-analysis/skills/design-thinking
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