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Design Thinking: Solving Problems by Starting with People

Design thinking is a way to solve problems by first understanding the people who have them. It has five stages: empathise (watch and listen to users, using tools like an empathy map), define (write a clear problem as a 'How might we…?' question), ideate (create many ideas, including from nature: biomimicry), prototype (make quick, cheap models) and test (try them with users and improve). It is iterative and user-centred, and it opens up and narrows down twice, like a double diamond.

🎬 Step-by-step story

  1. Empathise: meet the user, Asha, who finds jars hard to open. Note what she says, thinks, does and feels.
  2. Define: turn what you learnt into one clear problem: how might we help Asha open jars without pain?
  3. Ideate: make many ideas fast without judging. One idea comes from nature: a gecko's grippy feet.
  4. Prototype: build a quick, cheap model of the best idea from card and rubber bands.
  5. Test: Asha tries it. Her feedback sends us back to improve. Design thinking goes round in loops.
  6. Free play: change how many ideas and test rounds you use, and see the example fit score.

Tip: drag the 3D scene to turn it. Use two fingers to zoom.

🤔 Common doubts, cleared

Why not just ask users what they want?

People often cannot describe their needs. Watching what they do reveals hidden problems.

Why write 'How might we…' instead of naming a product?

It keeps many solutions open. A fixed product too early blocks better ideas.

Isn't it a waste to make so many ideas?

More ideas mean a better chance of a great one. Try 1 vs 20 ideas in free play.

Why use card instead of real materials for the prototype?

Card is fast and cheap to change. The goal is learning, not beauty.

When does design thinking end?

When tests show the design meets the user's need well enough. Until then, it loops.

What is design thinking? User-centred design

Design thinking is a problem-solving method that starts with people, not with a product. Designers ask: who is the user, what do they really need, and why?

It is user-centred: users are involved at every stage. It is iterative: you go round the stages again and again, improving each time. A systems approach also looks at the whole: materials, making, cost, use and disposal.

Double diamond

Good designers open up (diverge: explore widely) and then narrow down (converge: choose) twice: first to find the right problem, then to find the right solution.

Empathise and define: understanding the user

Empathise means understanding someone's experience from their side. Methods: interviews, watching people use a product, trying it yourself (for example, opening jars wearing thick gloves), surveys.

Empathy map

An empathy map has four boxes about the user: what they Say, Think, Do and Feel. Gaps between them are clues. Asha says "I'm fine", but she does ask neighbours for help and feels embarrassed.

Define: write a short problem statement. A good one is about the user's need, not a fixed solution: "How might we help Asha open jars without pain?" (not "design a jar-opening machine"). This is problem finding.

Ideate: creative approaches and biomimicry

Ideate means create many ideas. Rules: quantity first, no judging yet, build on others' ideas, wild ideas welcome.

Then converge: compare ideas against the user's needs and pick the best one or two.

Prototype, test and iterate

A prototype is a quick, cheap model used to test an idea: paper, card, clay, foam, a 3D print, or a clickable screen sketch for an app. Low-fidelity (rough) prototypes are fast; high-fidelity ones look and work like the real thing.

Test with real users. Watch, do not explain too much, and ask open questions: "What was hard?" Record what works and what does not.

Feedback sends you back: maybe to ideate again, or even to redefine the problem. Each loop is an iteration. "Fail early, fail cheap" means finding problems with a card model, not after making 10,000 products.

Key formulas and definitions

Worked examples

1. Write a 'How might we' statement for students whose school bags are too heavy.

"How might we help students carry what they need each day without back pain?" It names the user and the need, and does not fix the solution (it could be lockers, a timetable change or a better bag).

2. Fill an empathy map for a new student on the first day.

Says: "Where is room 12?" Thinks: "Will anyone sit with me?" Does: stays near the door, checks the phone. Feels: nervous, lonely. Need found: a friendly guide and clear signs.

3. Give a biomimicry idea for a building that stays cool without air conditioning.

Termite mounds keep cool with air channels that let hot air rise out. A building can copy this with chimneys and vents (as the Eastgate Centre in Harare, Zimbabwe, does).

4. Your card prototype of a phone stand falls over when tested. What next?

This is useful feedback. Iterate: widen the base or lower the angle, make a new quick card model, and test again with the user before using real materials.

Common mistakes

Practice quiz

1. The first stage of design thinking is:
2. An empathy map has the boxes:
3. Velcro was inspired by burrs. This is an example of:
4. A prototype should first be:
5. Going round the stages again and again is called:

Practice: answer these yourself

Type or choose your answer, then press Check. Use a hint if you are stuck; the full solution appears after you answer.

Frequently asked questions

What are the 5 stages of design thinking?

Empathise, Define, Ideate, Prototype and Test, repeated in loops.

What is an empathy map?

A chart with four boxes, Says, Thinks, Does and Feels, that helps designers understand a user.

What is biomimicry?

Designing by copying solutions found in nature, such as Velcro from burrs.

Where this is taught

Spain4º ESOThe entrepreneur profile, initiative and creativity
Spain2º BachilleratoDesign: formal configuration and methodology
Spain2º BachilleratoTools to innovate in business and management models
Ukraine9 класProblem solving
CBSE (India)Class 11Publication and Communication Design
CBSE (India)Class 12Design for Personal, Social and Public Space
England (GCSE, A level)Year 9Design
England (GCSE, A level)Year 113.3 Designing and making principles
South Korea고등학교 2학년IP creation project

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