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Design Thinking

A problem-solving approach that starts from user needs and moves through framing, ideation, prototyping and testing before committing to a solution.

Process & Methods

The framing is usually taught as five modes — empathise, define, ideate, prototype, test — which are cycled through rather than completed in order. The core discipline is separating the problem from the solution for long enough to notice that the brief you were handed describes a solution someone already chose.

It has a reputation problem, largely earned by workshops that produce sticky notes and no decisions. The parts that survive contact with a real roadmap are the cheap ones: talk to users before designing, write the problem statement down, make something testable before making it real. Applied that way it is closer to user research plus prototyping than to a methodology.

In practice

A kids' learning app was briefed as 'add more lessons'. Interviews with parents reframed the problem as evening resistance, not content volume. Before: the roadmap was a content pipeline. After, a five-minute gamified session format shipped instead, and weekly active use rose. The catch — the reframe invalidated a quarter of already-commissioned lesson content.

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You may ask

Frequently Asked Questions

Is design thinking still relevant?

The label is out of fashion; the practices are standard. Nobody advertises design thinking any more, but framing the problem before solving it and testing a prototype before building are simply how competent product teams work.

How is it different from a design sprint?

A design sprint is one packaged, time-boxed implementation of the same ideas. Design thinking is the general approach; the sprint is a five-day format with a fixed agenda and a user test on the last day.

Related terms

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