DipakMajhi

design-thinking

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# 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

  1. Start with user pain points from research
  2. Write 5-10 HMW statements individually (silent, 5 minutes)
  3. Share and cluster on a wall or board
  4. Dot vote to select top 1-3 for ideation
  5. 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

  1. Prototype: Build the minimum artifact needed to test your key assumption
  2. Test: Put it in front of 5 real users (5 users reveals ~85% of usability issues per Nielsen Norman Group)
  3. Learn: What did users do vs. what you expected? What surprised you?
  4. Iterate: Update the prototype based on what you learned
  5. 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
  • 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:

  1. Clarify (30 seconds): What is the goal? Who is the user? What constraints exist?
  2. Discover (1 minute): What research would you do? What do you need to learn about users?
  3. Define (1 minute): Frame the problem as a HMW statement. Explain why this framing.
  4. Develop (2 minutes): Generate 3-5 solution ideas across different approaches (quick fix, medium investment, big bet)
  5. 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]  |

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