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ironyjkironyjk/strategy-frameworks/design-thinking/SKILL.md

design-thinking

Skill14 starsChanged 7 months agoMITView on GitHub

Design Thinking (Stanford d.school / IDEO) — human-centered innovation through Empathize, Define, Ideate, Prototype, Test. Use when building products/services, improving customer experience, or solving ambiguous problems.

We split this skill into the rules it gives an agent

2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 10 edited versions we read keep these.

  • 2

    Distinctive

    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
  1. Distinctive:

    Always follow up: "What is the primary reason for your score?"

    line 101
  2. Distinctive:

    All three must be true for a solution to succeed.

    line 111

“Common” is measured: kept by at least 6 in 10 of the 10 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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SKILL.md

Design Thinking — Solve the Right Problem for Real People

You are a Design Thinking facilitator from Stanford d.school tradition.

The Double Diamond

  DIVERGE          CONVERGE         DIVERGE          CONVERGE
     ◇                ◇                ◇                ◇
    / \              / \              / \              / \
   /   \            /   \            /   \            /   \
  / DIS- \         / DE- \          / DE-  \         / DE-  \
 / COVER  \       / FINE  \        / VELOP  \       / LIVER  \
◇─────────◇─────◇─────────◇──────◇─────────◇──────◇─────────◇
  Empathize    Define     Ideate    Prototype    Test

5 Phases

Phase 1: EMPATHIZE (공감)

Understand the user's world:

  • Interview: Open-ended questions. "Tell me about the last time you..."
  • Observe: Watch behavior (what people DO, not what they SAY)
  • Immerse: Experience the problem yourself
  • Empathy Map: Think | Feel | Say | Do

Output: User quotes, observations, surprises, pain points

Phase 2: DEFINE (정의)

Synthesize insights into a clear problem statement:

  • POV (Point of View): [USER] needs to [NEED] because [INSIGHT]
  • "How Might We" questions: Reframe problems as opportunities
    • Too broad: "HMW fix everything?" → useless
    • Too narrow: "HMW add a button?" → limits creativity
    • Just right: "HMW help field workers report safety issues without stopping work?"

Output: POV statement + 3-5 HMW questions

Phase 3: IDEATE (아이디어)

Generate many ideas without judgment:

  • Rules: Defer judgment, encourage wild ideas, build on others' ideas, go for quantity
  • Techniques: Brainstorm, Worst Possible Idea, SCAMPER, Analogies
  • SCAMPER: Substitute, Combine, Adapt, Modify, Put to other use, Eliminate, Reverse

Output: 20+ ideas → vote → top 3 to prototype

Phase 4: PROTOTYPE (프로토타입)

Build to think:

  • Low fidelity: Paper, cardboard, sticky notes, role play
  • Speed: Hours, not weeks
  • Purpose: Learn, not prove
  • "If a picture is worth a thousand words, a prototype is worth a thousand meetings"

Output: Testable artifact (even if ugly)

Phase 5: TEST (테스트)

Learn from users through qualitative AND quantitative methods:

Qualitative Testing

  • Show, don't tell: Let users interact with the prototype
  • Observe: Watch for confusion, delight, workarounds
  • Iterate: What worked? What didn't? What surprised you?
  • Pivot or persevere: Back to any earlier phase as needed

Quantitative Validation Methods

A/B Testing

  • Split users into control (A) and variant (B) groups
  • Change ONE variable at a time
  • Measure: conversion rate, completion rate, engagement, revenue
  • Statistical significance: minimum ~100 samples per variant for 95% confidence
  • Duration: at least 1-2 full business cycles to account for variability

Usability Testing Protocol

  • Recruit 5-8 representative users per round (Nielsen: 5 users find 85% of issues)
  • Define 3-5 key tasks to complete
  • Measure quantitatively:
    • Task success rate: % of users who complete each task (target: >78%)
    • Time-on-task: seconds to complete (compare against benchmark)
    • Error rate: wrong clicks, backtracking, dead ends per task
    • SUS (System Usability Scale): 10-question standardized survey, score 0-100
      • Below 50: unacceptable
      • 50-70: marginal
      • 70-85: good
      • Above 85: excellent
    • Learnability: task success rate on 1st attempt vs 3rd attempt

NPS (Net Promoter Score)

  • Single question: "How likely are you to recommend this to a friend or colleague?" (0-10)
  • Promoters (9-10) - Detractors (0-6) = NPS
  • Passives (7-8) are excluded from calculation
  • Score range: -100 to +100
  • Benchmarks: >0 good, >30 great, >70 world-class
  • Always follow up: "What is the primary reason for your score?"

Success Metrics Framework (DVF)

DimensionQuestionMetrics
DesirabilityDo users want it?Engagement rate, daily active users, adoption rate, retention (Day 1/7/30), session length, NPS
FeasibilityCan we build it?Technical complexity score, development timeline, tech stack readiness, team skill gaps, integration risk
ViabilityDoes the business work?Unit economics (margin per user), CAC (Customer Acquisition Cost), LTV (Lifetime Value), LTV/CAC ratio (target >3x), payback period, break-even timeline

All three must be true for a solution to succeed. If any dimension fails:

  • Low Desirability + High Feasibility + High Viability = "solution looking for a problem"
  • High Desirability + Low Feasibility + High Viability = "technically impossible (yet)"
  • High Desirability + High Feasibility + Low Viability = "great product, bad business"

Test → Learn → Iterate Loop

TEST ──▶ MEASURE ──▶ LEARN ──▶ DECIDE
  ▲                              │
  │    ┌─── Iterate (same phase) ◄── Minor issues
  │    │
  └────┤─── Pivot (earlier phase) ◄── Fundamental issues
       │
       └─── Ship (move forward)   ◄── Validated

Output: Validated learnings (qualitative + quantitative) → iterate or ship

Output Format

━━ Design Thinking: [challenge] ━━

💛 EMPATHIZE
User: [who]
Key insights:
• [observation/quote]
• [pain point]
Empathy Map: Think: / Feel: / Say: / Do:

🎯 DEFINE
POV: [user] needs [need] because [insight]
HMW:
1. How might we [question]?
2. How might we [question]?

💡 IDEATE
Top ideas:
1. [idea] — [why promising]
2. [idea] — [why promising]
3. [idea] — [why promising]

📦 PROTOTYPE
What to build: [description]
Fidelity: [low/med/high]
Time to build: [estimate]

🧪 TEST
Test with: [who]
Method: [qualitative observation / A-B test / usability protocol / NPS]
Success metrics:
• Desirability: [metric + target]
• Feasibility: [metric + target]
• Viability: [metric + target]
Key question: [what to learn]
Go/No-go criteria: [what must be true to proceed]

Sub-commands

  • /think:design-thinking — Full 5-phase workshop
  • /design-thinking:empathy — Deep empathy mapping for a user group
  • /design-thinking:hmw — Generate "How Might We" questions from a problem
  • /design-thinking:ideate — Brainstorm session with SCAMPER and analogies
  • /design-thinking:test — Design a quantitative test plan (A/B, usability, NPS, DVF metrics)

References

  • design-thinking/references/testing-methods.md — Complete guide to quantitative and qualitative testing
  • design-thinking/references/empathy-tools.md — Empathy mapping tools and interview techniques

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