Refactor high-complexity React components in Dify frontend. Use when `pnpm analyze-component...
npx skills add DipakMajhi/product-management-skills --skill "design-thinking"
Install specific skill from multi-skill repository
# Description
Apply design thinking methodology to product problems using IDEO 5-stage model, Stanford d.school methodology, British Design Council Double Diamond, Google Design Sprint (4-day and 5-day variants), Lightning Decision Jam (AJ&Smart), and advanced ideation and facilitation techniques. Covers How Might We (HMW) reframing, 8 ideation techniques (Crazy 8s, SCAMPER, Brainwriting 6-3-5, Worst Possible Idea, Round-Robin, Bodystorming, Analogous Inspiration, Constraint Ideation), prototyping spectrum (paper to high-fidelity), 6 facilitation techniques (Dot Voting, Rose/Thorn/Bud, Affinity Clustering, Silent Critique, Gallery Walk, Decider Vote), prototype-test-learn loop, design thinking anti-patterns, and PM interview application. Use when running a design sprint, applying the double diamond process, reframing problems with HMW, facilitating ideation workshops, or answering PM interview questions about design approaches.
# SKILL.md
name: design-thinking
description: "Apply design thinking methodology to product problems using IDEO 5-stage model, Stanford d.school methodology, British Design Council Double Diamond, Google Design Sprint (4-day and 5-day variants), Lightning Decision Jam (AJ&Smart), and advanced ideation and facilitation techniques. Covers How Might We (HMW) reframing, 8 ideation techniques (Crazy 8s, SCAMPER, Brainwriting 6-3-5, Worst Possible Idea, Round-Robin, Bodystorming, Analogous Inspiration, Constraint Ideation), prototyping spectrum (paper to high-fidelity), 6 facilitation techniques (Dot Voting, Rose/Thorn/Bud, Affinity Clustering, Silent Critique, Gallery Walk, Decider Vote), prototype-test-learn loop, design thinking anti-patterns, and PM interview application. Use when running a design sprint, applying the double diamond process, reframing problems with HMW, facilitating ideation workshops, or answering PM interview questions about design approaches."
argument-hint: "[describe the product problem or design challenge, the target user, what you know so far, and whether this is for a workshop, sprint, or ongoing design process]"
Design Thinking for Product Managers
Design thinking is a human-centered, iterative approach to innovation. It is not just for designers -- it is a PM's sharpest tool for attacking ambiguous problems. The key insight: most teams rush to solutions before understanding the problem. Design thinking forces you to earn the right to solve.
Apply this skill to: $ARGUMENTS
The Three Core Frameworks
Framework 1: IDEO 5-Stage Model
| Stage | Mode | Activity | Output |
|---|---|---|---|
| 1. Empathize | Diverge | Observe, interview, immerse in user context | Raw data, quotes, observations |
| 2. Define | Converge | Synthesize insights into a clear problem statement | Point of view statement, HMW questions |
| 3. Ideate | Diverge | Generate as many solutions as possible | Ranked list of solution concepts |
| 4. Prototype | Converge | Build minimum artifacts to test key assumptions | Testable prototypes |
| 5. Test | Learn | Put prototypes in front of real users | Validated or invalidated assumptions |
Critical principle: These stages are non-linear. Teams should loop back from Test to Empathize, from Prototype to Define. Design thinking is iterative, not sequential.
Framework 2: Double Diamond (British Design Council)
Diamond 1: Problem Space (Discover + Define)
- Diverge (Discover): Explore the full problem space through research, observation, immersion
- Converge (Define): Synthesize into the right problem to solve
Diamond 2: Solution Space (Develop + Deliver)
- Diverge (Develop): Generate as many solution ideas as possible
- Converge (Deliver): Select, prototype, and test the best solutions
The key insight: Most teams skip Diamond 1 entirely. They jump straight to solutions, solving the wrong problem well.
Framework 3: Google Design Sprint
5-Day Format (Jake Knapp, Original)
| Day | Activity | Key Output |
|---|---|---|
| Monday | Define the long-term goal, map the problem, pick a target | Sprint questions, target area |
| Tuesday | Review existing solutions, sketch competing approaches | Solution sketches (individual) |
| Wednesday | Critique sketches, decide on one direction, storyboard | Storyboard for prototype |
| Thursday | Build a realistic prototype (only what is needed for Friday) | Testable prototype |
| Friday | Test with 5 target users, synthesize insights | Validated/invalidated sprint questions |
4-Day Format (Design Sprint 2.0)
| Day | Activity | Change from Original |
|---|---|---|
| Day 1 | Map goals + generate ideas (combines Mon/Tue) | Full team only needed 2 days |
| Day 2 | Vote and storyboard | Same as Wednesday |
| Day 3 | Build prototype | Same as Thursday |
| Day 4 | Test with users | Same as Friday |
Lightning Decision Jam (AJ&Smart, 30-60 minutes)
For when you need sprint-like outcomes without 4-5 days:
1. Problems: Each participant writes problems silently (3 min)
2. Prioritize: Dot vote on most important problems (3 min)
3. Reframe: Convert top problem into a HMW question (2 min)
4. Solutions: Silent ideation on the HMW (5 min)
5. Prioritize: Dot vote on solutions (3 min)
6. Effort/Impact: Plot top solutions on effort/impact matrix (5 min)
7. Action: Convert winners into next steps with owners and deadlines (5 min)
How Might We (HMW) Statements
HMW statements reframe a problem into an opportunity for ideation. The three words do specific work: "How" implies there is a way, "Might" opens possibility without commitment, "We" makes it collaborative.
Formula
"How might we [verb] [outcome] for [user] so that [higher-level goal]?"
Calibration
| Quality | Example | Problem |
|---|---|---|
| Too broad | "How might we improve our product?" | No constraints; ideation will be unfocused |
| Too narrow | "How might we add a filter to the search page?" | Solution already implied; no room for alternatives |
| Too leading | "How might we use AI to personalize the feed?" | Assumes the solution approach |
| Just right | "How might we help returning users find relevant content faster?" | Specific enough to focus, open enough for diverse solutions |
HMW Process
- Start with user pain points from research
- Write 5-10 HMW statements individually (silent, 5 minutes)
- Share and cluster on a wall or board
- Dot vote to select top 1-3 for ideation
- Verify: does each selected HMW pass the "multiple solutions" test?
Ideation Techniques
Technique 1: Crazy 8s
Each participant sketches 8 ideas in 8 minutes. Forces quantity over quality. One idea per panel on a folded sheet of paper.
Technique 2: SCAMPER
Systematic prompt for modifying existing concepts:
- Substitute: What component can we replace?
- Combine: What can we merge with another concept?
- Adapt: What can we borrow from another domain?
- Modify: What can we enlarge, minimize, or change?
- Put to other uses: Can this serve a different purpose?
- Eliminate: What can we remove entirely?
- Reverse: What if we did the opposite?
Technique 3: Brainwriting / 6-3-5 Method
6 participants, 3 ideas each, 5 minutes per round. Each person writes 3 ideas, passes their sheet to the next person, who builds on those ideas. Generates up to 108 ideas in 30 minutes. Key benefit: prevents domination by the loudest voice.
Technique 4: Worst Possible Idea
Deliberately generate absurdly terrible solutions. Then extract useful attributes from the bad ideas. Reduces fear of judgment and unlocks creativity. Works well as a warm-up before other techniques.
Technique 5: Round-Robin Ideation
Circular contribution pattern where each participant adds incrementally to previous contributions. Ensures equal voice and encourages building on others' thoughts.
Technique 6: Bodystorming / Role-Playing
Immersive ideation through physical enactment. Teams role-play customer journeys using props and prototypes. Uncovers relationships between people, space, and products that abstract thinking misses.
Technique 7: Analogous Inspiration
How does a completely different industry solve a similar problem? If you are designing an onboarding flow, study how hotels check in guests, how airports guide passengers, or how games tutorial new players.
Technique 8: Constraint Ideation
Apply artificial constraints to force creative solutions:
- What if you had zero budget?
- What if you had to solve this in one day?
- What if you could not add any new features?
- What if the user was completely non-technical?
Selecting the Right Technique
| Situation | Best Technique |
|---|---|
| Need volume of ideas fast | Crazy 8s or Brainwriting |
| Team has dominant voices | Brainwriting (silent) or Round-Robin |
| Team is stuck / low energy | Worst Possible Idea or Bodystorming |
| Improving an existing feature | SCAMPER |
| Novel problem space | Analogous Inspiration or Constraint Ideation |
Prototyping Spectrum
Choose the minimum fidelity needed to test your key assumption:
| Level | Type | Cost | Time | Best For |
|---|---|---|---|---|
| 1 | Paper sketch | Free | Minutes | Testing layout, flow, and information architecture |
| 2 | Wireframe | Low | Hours | Testing navigation and interaction patterns |
| 3 | Clickable prototype (Figma) | Medium | Days | Testing usability with realistic interactions |
| 4 | Wizard of Oz | Medium | Days-Weeks | Testing concept viability; human simulates automation |
| 5 | Video prototype | Medium | Days | Communicating a user journey to stakeholders |
| 6 | Service prototype | Medium | Weeks | Testing operations and service delivery (concierge) |
| 7 | Working code (technical spike) | High | Weeks | Testing feasibility and performance |
| 8 | Production pilot | High | Months | Testing full solution with real users at limited scale |
Prototype-Test-Learn Loop
- Prototype: Build the minimum artifact needed to test your key assumption
- Test: Put it in front of 5 real users (5 users reveals ~85% of usability issues per Nielsen Norman Group)
- Learn: What did users do vs. what you expected? What surprised you?
- Iterate: Update the prototype based on what you learned
- Repeat until confident in the solution
Rule: Never skip from prototype directly to production. At least one cycle of user testing should occur.
Facilitation Techniques for Workshops
Dot Voting
- Each participant gets dots equal to ~25% of total options
- Can place all dots on one option or spread across multiple
- Creates a heat map of group preferences
- Prevents lengthy debates; empowers quiet participants
Rose / Thorn / Bud
- Rose: What is working well (strengths, successes)
- Thorn: What is challenging (pain points, blockers)
- Bud: What has potential (emerging ideas, opportunities)
- Timebox: 10 minutes equally per category
- Use for retrospectives, project debriefs, design reviews
Affinity Clustering
- Generate ideas or observations on individual sticky notes
- Silently group related items into clusters
- Label each cluster with a theme
- Aim for 3-8 clusters (avoid forcing items into groups)
- Reveals non-obvious connections between ideas
Silent Critique / Gallery Walk
- Display all work (sketches, prototypes, concepts) on walls
- Participants walk through silently, leaving feedback on sticky notes
- Alternative: use dot stickers to mark ideas they find compelling
- Prevents dominant voices from overshadowing feedback
- Provide specific feedback criteria for higher-quality input
Decider Vote
- Used when consensus is impractical or time-constrained
- One designated decider (usually the PM or sponsor) makes the final call
- The decider listens to team input, then decides
- Decision is final and respected by the group
- Use when: time is limited, stakes are high, team cannot converge
Fist to Five
- Participants hold up 1-5 fingers indicating support level
- 5 = fully support, 3 = can live with it, 1 = strong objection
- If anyone holds up 1-2, they explain their concern before proceeding
- Quick consensus check that surfaces hidden objections
Design Thinking Anti-Patterns
| Anti-Pattern | What It Looks Like | Why It Fails | Fix |
|---|---|---|---|
| Skipping empathy | Assuming you know user needs without research | Solves wrong problem; builds on assumptions | Start with 5 user conversations before any ideation |
| Solution-first thinking | Jumping to "what should we build" before "what problem should we solve" | Closes solution space prematurely | Enforce Diamond 1 before Diamond 2 |
| Over-prototyping | Building high-fidelity prototypes when lo-fi would suffice | Wastes time; creates sunk cost bias toward the design | Match prototype fidelity to the assumption you are testing |
| Testing theater | Running user tests but ignoring inconvenient findings | Confirmation bias; does not actually de-risk | Pre-commit to specific decisions the test will inform |
| Rigid process worship | Following 5 phases in strict linear order | Misses the iterative, non-linear nature of design thinking | Loop back freely; revisit earlier stages when new information emerges |
| HMW too broad | "How might we improve everything?" | Ideation is unfocused and unactionable | Apply the calibration test (specific enough, open enough) |
| Groupthink ideation | Everyone converges on one idea too early | Misses better alternatives | Use silent ideation before group discussion |
| No user testing | Prototyping without ever testing with real users | Assumptions remain unvalidated | Test with at least 5 users before any build decision |
PM Interview Application
When asked "How would you approach this design challenge?" in a PM interview:
Structure your answer using the Double Diamond:
- Clarify (30 seconds): What is the goal? Who is the user? What constraints exist?
- Discover (1 minute): What research would you do? What do you need to learn about users?
- Define (1 minute): Frame the problem as a HMW statement. Explain why this framing.
- Develop (2 minutes): Generate 3-5 solution ideas across different approaches (quick fix, medium investment, big bet)
- Deliver (1 minute): Which solution would you prioritize and why? How would you test it? What would success look like?
Interviewer signals you are doing well: They ask follow-up questions about your solutions, not your framework.
Output Template
DESIGN THINKING SESSION
Date: [Today]
Facilitator: [Name]
Participants: [Names and roles]
Duration: [Time allocated]
CHALLENGE STATEMENT
[The problem being addressed, from the user's perspective]
RESEARCH INSIGHTS (Diamond 1 -- Discover)
1. [Key insight with evidence source]
2. [Key insight with evidence source]
3. [Key insight with evidence source]
PROBLEM FRAMING (Diamond 1 -- Define)
Chosen HMW: [The most promising How Might We statement]
Why this framing: [Why this will unlock the best solutions]
Discarded framings:
- [HMW 1]: [Why not chosen]
- [HMW 2]: [Why not chosen]
IDEATION (Diamond 2 -- Develop)
Technique used: [Crazy 8s / Brainwriting / etc.]
Total ideas generated: [N]
Top 5 ideas:
1. [Idea + one-line description]
2. [Idea + one-line description]
3. [Idea + one-line description]
4. [Idea + one-line description]
5. [Idea + one-line description]
SELECTION
Selected direction: [Which idea]
Selection method: [Dot vote / Decider / Effort-Impact matrix]
Why: [Evidence or logic supporting this choice]
What we are NOT doing: [Explicitly state rejected alternatives and why]
PROTOTYPE PLAN
Fidelity level: [Paper / Wireframe / Clickable / Wizard of Oz]
What we will build: [Minimum artifact to test the key assumption]
Key assumption being tested: [The one thing we most need to learn]
Timeline: [How long to build the prototype]
TEST PLAN
Who we will test with: [User segment, N=5 minimum]
Recruitment method: [How we find participants]
Test format: [Moderated / Unmoderated / In-person / Remote]
Key questions: [What we need to learn from the test]
SUCCESS CRITERIA
Proceed signal: [What outcome gives confidence to move forward]
Pivot signal: [What outcome means we need to revisit]
Kill signal: [What outcome means we abandon this direction]
NEXT STEPS
| Action | Owner | Deadline |
|--------|-------|----------|
| [Step] | [Name] | [Date] |
# Supported AI Coding Agents
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