design-thinking-lite
Skill0 starsChanged 4 months agoMITView on GitHub
7-step human-centered design process. Context, empathize, define, ideate, prototype, test, iterate. Lightweight version of full design thinking for strategic decisions. Adapted from BMAD Creative Intelligence Suite (Maya). Activates on "design thinking", "user-centered", "empathy mapping", "how would users feel", "design this experience", or "human-centered."
In this repository15 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- ai-graduationSkill
- arbitrage-auditSkill
- assumption-mapperSkill
- b2b-idea-vettingSkill
- codifySkill
- decision-briefSkill
- grill-meSkill
- grill-with-docsSkill
- innovation-diagnosticSkill
- kill-goSkill
- preflightSkill
- problem-framingSkill
- pull-frameworkSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 29
Ask: "Walk me through the last time [the person you're designing for] encountered this situation.
- Distinctive: line 59
No evaluation during ideation
- Distinctive: line 61
After generating, cluster into themes and pick the top 3 to evaluate.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 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.
Files
The 7 Steps
Step 1: Context
Establish the landscape before diving in.
Ask:
- "Who are we designing for?" (specific people, not segments)
- "What's the current experience?" (what happens today, step by step)
- "What triggered this work?" (why now)
- "What constraints are non-negotiable?" (budget, timeline, technology, regulation)
Step 2: Empathize
Understand the human experience. Not what users SAY they want — what they DO, FEEL, and STRUGGLE with.
Ask: "Walk me through the last time [the person you're designing for] encountered this situation. What happened? What did they do? How did they feel?"
Build an empathy snapshot:
| Dimension | What you know |
| Does | Observable behaviors and actions |
| Thinks | Beliefs and assumptions they hold |
| Feels | Emotions during the experience |
| Pain points | Specific frustrations and friction |
| Workarounds | Creative hacks they've invented |
CRITICAL: If the user is guessing about empathy data (hasn't talked to actual users), flag it. "You're describing what you think users feel. Have you verified this with real people?"
Step 3: Define
Synthesize empathy into a problem statement.
Format: "[Person] needs a way to [need] because [insight]."
The insight is the key. "Because they're frustrated" is weak. "Because they make the decision at 6am on their phone before their first meeting and need the answer in under 30 seconds" is an insight.
Step 4: Ideate
Generate solutions. Quantity over quality. Defer judgment.
Rules:
- Minimum 5 ideas, max 10
- Include at least one "ridiculous" idea (stretches thinking)
- Include at least one "do the simplest possible thing" idea
- No evaluation during ideation
After generating, cluster into themes and pick the top 3 to evaluate.
Step 5: Prototype
Define the cheapest way to test each of the top 3 ideas.
| Idea | Prototype | Time to Build | What It Tests |
| [idea 1] | [prototype method] | [time] | [hypothesis] |
| [idea 2] | [prototype method] | [time] | [hypothesis] |
| [idea 3] | [prototype method] | [time] | [hypothesis] |
Prototype methods (cheapest first):
- Paper sketch or wireframe (1 hour)
- Clickable mockup (half day)
- Concierge/manual delivery (1 day)
- Working prototype (1 week)
Step 6: Test
Define how to evaluate each prototype.
Ask:
- "Who will test this?" (specific people, not hypothetical users)
- "What behavior would confirm this works?" (observable, not self-reported)
- "What would make you abandon this direction?" (define failure before testing)
Step 7: Iterate
Based on test results, decide:
- Proceed: Evidence supports the direction. Build the real version.
- Pivot: The problem is real but the solution missed. Return to Step 4 with new constraints.
- Kill: The problem wasn't what you thought. Return to Step 2 with fresh empathy research.
Output
# Design Thinking Brief: [Project Name]
Date: [date]
## Context
[Step 1 summary]
## Empathy Snapshot
[Step 2 table]
## Problem Statement
[Step 3 — Person needs X because Y]
## Top 3 Ideas
[Step 4 — clustered and selected]
## Prototype Plan
[Step 5 table]
## Test Plan
[Step 6 — who, what behavior, what kills it]
## Decision After Testing
[Proceed / Pivot / Kill — with rationale]Adapted from BMAD Creative Intelligence Suite design-thinking workflow (Maya).
Next step
Tested → run assumption-mapper on what the prototype surfaced, or decision-brief to write the proceed/pivot/kill call.
Part of the ThinkHaven Method Kit by Kevin Holland. Full Board of Directors experience: ThinkHaven
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

