--- name: "ux-design-thinking" description: "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'." metadata: category: "WP-21 設計/資訊/傳播/公衛" tags: ["design", "design-thinking", "innovation", "ux"] --- # 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 ```markdown # 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`