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botirkhaltaevbotirkhaltaev/botir-skills/skills/design-thinking-process/SKILL.md

design-thinking-process

Skill4 starsChanged 3 months agoApache-2.0View on GitHub

Apply design thinking to product problems. Covers the 5-phase framework (Empathize, Define, Ideate, Prototype, Test), practical tools for each phase, integration with Agile, and artifact creation. Use when starting a new project, solving fuzzy problems, or facilitating workshops. Triggers on: "design thinking", "discovery", "product discovery", "user centered design", "workshop facilitation", "problem framing", "how might we", "design sprint".

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 5 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    Distinctive · estimate

    This author's own choices. Worth a look.

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    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When you hear an interesting answer, ask "Why?" up to 5 times to get to the root cause.

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  2. Distinctive:

    Prototype only what you need to test: If testing navigation, don't polish visuals.

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  3. Distinctive:

    Test with 5 users — catches ~85% of usability issues (Nielsen)

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  4. Distinctive:

    Don't defend your design — listen

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  5. Distinctive:

    Look for patterns, not isolated issues

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≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Design Thinking Process

A human-centered framework for solving fuzzy problems. Not a linear sequence — a set of modes you move between as you learn.

"Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success." — Tim Brown, IDEO

The 5 Phases

1. Empathize — Understand the Human Need

Goal: Deep, emotional understanding of users' context, needs, and pain points.

Activities:

  • User interviews (open-ended, 5-8 per segment)
  • Contextual inquiry (observe in their environment)
  • Diary studies (longitudinal, self-reported)
  • Competitive analysis (how are they solving this now?)

Artifacts:

  • Empathy map (Says, Thinks, Does, Feels)
  • User personas (behavioral, not demographic)
  • Journey map (current state, pain points highlighted)

Key technique — The 5 Whys: When you hear an interesting answer, ask "Why?" up to 5 times to get to the root cause.

"I don't use the reporting feature." → Why? → "It's too slow." → Why? → "I have to export to Excel first." → Why? → "The filters don't have what I need." → Root cause: Missing filter options.

2. Define — Frame the Problem

Goal: A clear, actionable problem statement that guides ideation.

Activities:

  • Synthesize interview findings (affinity mapping)
  • Identify patterns and themes
  • Reframe problems as opportunities

Artifact — Point of View (POV) statement:

[User] needs to [need] because [insight]

Example: "Small business owners need to reconcile invoices quickly because they spend 3 hours every Friday on bookkeeping instead of serving customers."

Key technique — "How Might We" (HMW): Turn problems into opportunities:

  • "Users can't find settings" → "HMW make settings discoverable without cluttering the interface?"
  • "The checkout is too long" → "HMW complete checkout in under 30 seconds?"

3. Ideate — Generate Many Solutions

Goal: Maximum quantity of ideas. Quality comes later.

Activities:

  • Brainstorming (structured, time-boxed)
  • Crazy Eights (8 sketches in 8 minutes)
  • SCAMPER checklist (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse)
  • Worst Possible Idea (reverse brainstorming to unlock creativity)

Rules:

  • Defer judgment — no "that won't work" during ideation
  • Build on others' ideas — "Yes, and..."
  • Go for quantity — 100 ideas is better than 10
  • Encourage wild ideas — they often spark practical ones

Artifact: Idea board with 20-50 ideas, grouped by theme.

4. Prototype — Make Ideas Tangible

Goal: Cheap, fast representations of the best ideas to test assumptions.

Fidelity Spectrum:

FidelityWhen to UseTools
PaperEarly exploration, flow testingPen, paper, sticky notes
Low-fi digitalStructure and layoutBalsamiq, wireframes
Mid-fi digitalInteraction and flowFigma clickable prototype
Hi-fi digitalVisual design, stakeholder buy-inFigma, Principle
CodedTechnical feasibility, microinteractionsHTML/CSS/JS prototype

Prototype only what you need to test. If testing navigation, don't polish visuals. If testing visual appeal, focus on look and feel.

5. Test — Learn from Real Users

Goal: Validate assumptions, find usability issues, refine understanding.

Structure:

  1. Welcome (2 min) — build rapport, set expectations
  2. Context questions (5 min) — understand their background
  3. Tasks (20-30 min) — observe without helping
  4. Debrief (5 min) — overall impressions

Key Rules:

  • Test with 5 users — catches ~85% of usability issues (Nielsen)
  • Don't defend your design — listen
  • Look for patterns, not isolated issues
  • One person struggling = noise; three people struggling = signal

Integration with Agile

TimeframeActivityOutput
Week 1-2Discovery Sprint (Empathize + Define)Validated problem, HMW statements
Week 3Ideation + Prototyping Workshop3 testable prototypes
Week 4User Testing (Test)Insights, validated concept
Week 5-6Development Sprint (Agile)Working software
OngoingContinuous feedbackIteration fuel

Facilitation Tips

  • Time-box everything — constraints drive creativity
  • Include diverse perspectives — engineering, design, product, support
  • Visualize everything — sticky notes, whiteboards, sketches
  • No laptops/phones — full presence during workshops
  • Vote with dots — silent, democratic prioritization

Reference Map

  • references/phase-tools-artifacts.md — tools, exit artifacts, fidelity, Agile shape
  • references/hmw-and-pov.md — POV quality checks, HMW rules, 5 Whys bridge

Related Skills

  • For user research methods detail → use user-research-methods
  • For workshop facilitation → use this skill with user-research-methods
  • For prototyping tools → use interaction-design-patterns

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