Agent Skills: Design Thinking Skill

Design thinking methodology for human-centered problem solving. Use when facilitating design thinking workshops, user research sessions, or creative problem-solving activities.

UncategorizedID: doubleslashse/claude-marketplace/design-thinking

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Plugins/workshop-facilitator/skills/design-thinking/SKILL.md

Skill Metadata

Name
design-thinking
Description
Design thinking methodology for human-centered problem solving. Use when facilitating design thinking workshops, user research sessions, or creative problem-solving activities.

Design Thinking Skill

Overview

Design Thinking is a human-centered approach to innovation and problem-solving. It integrates the needs of people, the possibilities of technology, and the requirements for business success.

The Five Phases

1. Empathize

Purpose: Understand the people you're designing for.

Key Activities:

  • User interviews
  • Observation
  • Immersive experiences
  • Empathy mapping

Outputs:

  • User insights
  • Empathy maps
  • User journey maps
  • Pain points and gains

Key Questions:

  • Who is the user?
  • What do they need?
  • What frustrates them?
  • What delights them?
  • What are their goals?

2. Define

Purpose: Synthesize findings into a clear problem statement.

Key Activities:

  • Insight synthesis
  • Problem framing
  • Point of View (POV) statements
  • "How Might We" questions

Outputs:

  • Problem statement
  • POV statement
  • HMW questions
  • Design challenge

Frameworks:

POV Statement:

[USER] needs [NEED] because [INSIGHT]

How Might We (HMW):

How might we [action] for [user] so that [outcome]?

3. Ideate

Purpose: Generate a wide range of potential solutions.

Key Activities:

  • Brainstorming
  • Mind mapping
  • Sketching
  • SCAMPER technique
  • Worst possible idea

Outputs:

  • Idea bank
  • Concept sketches
  • Clustered themes
  • Selected concepts for prototyping

Rules for Ideation:

  1. Defer judgment
  2. Encourage wild ideas
  3. Build on others' ideas
  4. Stay focused on topic
  5. One conversation at a time
  6. Be visual
  7. Go for quantity

4. Prototype

Purpose: Create representations of solutions to explore.

Key Activities:

  • Sketching
  • Storyboarding
  • Role-playing
  • Paper prototypes
  • Digital mockups

Outputs:

  • Prototypes (any fidelity)
  • Storyboards
  • Scenarios
  • Physical or digital models

Prototype Principles:

  • Start rough, refine later
  • Build to think
  • Fail fast, learn faster
  • Prototype to learn, not to prove

5. Test

Purpose: Gather feedback and refine solutions.

Key Activities:

  • User testing
  • Feedback sessions
  • Observation
  • Iteration

Outputs:

  • Feedback synthesis
  • Refined prototypes
  • Iteration plans
  • Validated concepts

Feedback Framework:

  • What I like...
  • What I wish...
  • What I wonder...
  • What if...

Design Thinking Mindsets

1. Human-Centered

Always start with people and their needs.

2. Bias Toward Action

Build to think. Don't just talk about ideas.

3. Radical Collaboration

Diverse perspectives lead to better solutions.

4. Culture of Prototyping

Make ideas tangible early and often.

5. Show, Don't Tell

Use visuals, stories, and prototypes.

6. Mindful of Process

Know where you are in the process.

7. Embrace Ambiguity

Stay open even when unclear.

Workshop Timing Guide

90-Minute Sprint

| Phase | Time | Focus | |-------|------|-------| | Empathize | 15 min | Quick user perspective | | Define | 10 min | Problem statement | | Ideate | 25 min | Solution brainstorm | | Prototype | 20 min | Concept sketches | | Test/Feedback | 15 min | Peer review | | Close | 5 min | Next steps |

Half-Day Workshop (3 hours)

| Phase | Time | Focus | |-------|------|-------| | Empathize | 45 min | Deep user research | | Define | 30 min | Synthesis + HMW | | Ideate | 45 min | Multiple techniques | | Prototype | 45 min | Multiple concepts | | Test | 30 min | User feedback | | Close | 15 min | Actions |

Full-Day Workshop (6+ hours)

Extended exploration of each phase with breaks and team exercises.

Common Techniques

Empathy Map

┌───────────────────────────────────────────────────┐
│                     SAYS                          │
│                 (quotes, phrases)                 │
├───────────────────────┬───────────────────────────┤
│       THINKS          │         FEELS             │
│  (beliefs, thoughts)  │   (emotions, reactions)   │
├───────────────────────┼───────────────────────────┤
│        DOES           │                           │
│  (actions, behaviors) │                           │
├───────────────────────┴───────────────────────────┤
│    PAINS              │         GAINS             │
│ (frustrations, fears) │   (wants, needs, goals)   │
└───────────────────────┴───────────────────────────┘

User Journey Map

PHASE:    Awareness → Consideration → Decision → Use → Loyalty
ACTIONS:  [What user does at each stage]
THOUGHTS: [What user thinks]
EMOTIONS: [How user feels - graph line]
PAIN PTS: [Friction points]
OPPTYS:   [Opportunities to improve]

2x2 Matrix for Prioritization

                HIGH IMPACT
                    │
    ┌───────────────┼───────────────┐
    │    DO LATER   │   DO NOW      │
HIGH│               │               │LOW
EFFORT              │              EFFORT
    │   DON'T DO    │   FILL-IN     │
    └───────────────┼───────────────┘
                    │
                LOW IMPACT

When to Use Design Thinking

Best For:

  • Complex, ill-defined problems
  • Human-centered challenges
  • Innovation and new product development
  • Experience design
  • Service design

Less Suitable For:

  • Well-defined technical problems
  • Urgent decisions with no time for exploration
  • Problems with clear, known solutions

See activities.md for detailed activity guides.