
Design Thinking
- 10 installs
- 4 repo stars
- Updated June 18, 2026
- doubleslashse/claude-marketplace
Facilitate human-centered problem solving using the five-phase design thinking methodology for workshops and user research.
About
Provides the five-phase design thinking methodology for human-centered innovation and problem solving. A facilitator uses it when running design workshops or user research sessions.
- Five-phase human-centered process
- Balances user needs, technology, and business
Design Thinking by the numbers
- 10 all-time installs (skills.sh)
- Ranked #2,198 of 3,282 Productivity & Planning skills by installs in the Skillselion catalog
- Data as of Jul 29, 2026 (Skillselion catalog sync)
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| Installs | 10 |
|---|---|
| repo stars | ★ 4 |
| Last updated | June 18, 2026 |
| Repository | doubleslashse/claude-marketplace ↗ |
What it does
Facilitate human-centered problem solving using the five-phase design thinking methodology for workshops and user research.
Files
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 IMPACTWhen 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.
Design Thinking Activities
Detailed guides for common design thinking activities.
Empathize Phase Activities
Activity: Empathy Interview
Duration: 15-30 minutes per interview
Purpose: Gather deep insights about user experiences, needs, and motivations.
Setup:
- Prepare open-ended questions
- Create comfortable environment
- Have note-taking method ready
Process: 1. Opening (2 min)
- Introduce yourself
- Explain purpose
- Get permission to take notes
2. Warm-up (3 min)
- Easy, non-threatening questions
- Build rapport
3. Deep Dive (15-20 min)
- Follow the conversation
- Ask "why" 5 times
- Listen for emotions
- Probe for stories
4. Closing (2 min)
- Thank participant
- Ask if anything else to add
- Leave door open for follow-up
Key Questions:
- "Tell me about the last time you..."
- "What was that experience like?"
- "Why do you think that happened?"
- "How did that make you feel?"
- "What do you wish was different?"
Activity: Empathy Mapping
Duration: 20-30 minutes
Purpose: Synthesize observations into user understanding.
Process: 1. Draw the empathy map template 2. Fill in each quadrant based on research:
- Says: Direct quotes
- Thinks: Beliefs and attitudes
- Does: Observable behaviors
- Feels: Emotions
3. Identify Pains and Gains 4. Look for inconsistencies (say vs do)
Activity: User Journey Mapping
Duration: 30-60 minutes
Purpose: Visualize the user's experience over time.
Process: 1. Define the scope (start/end points) 2. List the phases/stages 3. For each stage, capture:
- Actions
- Thoughts
- Emotions (plot as graph)
- Touchpoints
- Pain points
- Opportunities
4. Identify moments of truth
Define Phase Activities
Activity: Point of View Madlib
Duration: 15-20 minutes
Purpose: Create actionable problem statements.
Template:
[USER] needs [NEED] because [INSIGHT]Process: 1. List user characteristics 2. Identify their core needs (verbs, not nouns) 3. Connect to surprising insights 4. Write 3-5 variations 5. Select the most compelling
Examples:
- "Working parents need efficient meal solutions because they value quality family time over cooking."
- "New graduates need professional confidence because they have expertise but lack experience signals."
Activity: How Might We (HMW)
Duration: 15-20 minutes
Purpose: Transform problems into opportunities.
Process: 1. Start with POV statement 2. Reframe as HMW questions 3. Generate multiple HMWs from different angles:
- Amplify the positive
- Explore the opposite
- Question assumptions
- Change context
- Break it into pieces
Rules:
- Not too broad (overwhelming)
- Not too narrow (limiting)
- Does not suggest solution
Example Progression:
- POV: "Busy commuters need quick healthy meals because they have no time to cook."
- Too Broad: "How might we solve hunger?"
- Too Narrow: "How might we make microwaveable salads?"
- Just Right: "How might we help busy commuters eat healthy without preparation time?"
Ideate Phase Activities
Activity: Classic Brainstorm
Duration: 15-30 minutes
Setup:
- Clear HMW question visible
- Sticky notes and markers
- Timer
Process: 1. Review rules (defer judgment, build, quantity) 2. Silent ideation (3-5 min) 3. Round robin sharing 4. Building phase (respond with "Yes, and...") 5. Wild ideas push 6. Cluster similar ideas
Activity: Worst Possible Idea
Duration: 10-15 minutes
Purpose: Lower barriers, uncover assumptions.
Process: 1. Ask: "What's the worst possible solution?" 2. Generate terrible ideas enthusiastically 3. Examine what makes them terrible 4. Flip the terrible elements 5. Use flipped elements as inspiration
Activity: SCAMPER
Duration: 20-30 minutes
Purpose: Systematic exploration of modifications.
Apply each lens to existing ideas/products:
| Lens | Questions |
|---|---|
| Substitute | What can we replace? Different materials, people, processes? |
| Combine | What can we merge? Combine with other products, services? |
| Adapt | What can we borrow? From other industries, nature, history? |
| Modify | What can we change? Size, color, form, meaning? |
| Put to other use | Other contexts? Different users? New applications? |
| Eliminate | What can we remove? Simplify, reduce? |
| Reverse | What can we flip? Order, perspective, roles? |
Prototype Phase Activities
Activity: Rapid Sketching
Duration: 10-15 minutes
Purpose: Quickly visualize ideas.
Process: 1. Fold paper into 6-8 frames 2. Set timer for 1-2 minutes per frame 3. Sketch variations of the idea 4. No erasing allowed 5. Label key features 6. Share and discuss
Activity: Storyboarding
Duration: 20-30 minutes
Purpose: Show the user experience over time.
Process: 1. Define the scenario 2. Create 6-8 frames showing:
- Frame 1: Context/setup
- Frames 2-6: Key interactions
- Frame 7-8: Outcome/resolution
3. Include:
- User actions
- System responses
- Emotional states
4. Add captions
Activity: Role Play
Duration: 15-20 minutes
Purpose: Embody the experience.
Process: 1. Assign roles (user, service provider, system) 2. Set the scene 3. Act out the scenario 4. Pause to note observations 5. Try variations 6. Debrief
Test Phase Activities
Activity: I Like, I Wish, What If
Duration: 15-20 minutes
Purpose: Structured feedback collection.
Process: 1. Present prototype 2. Observers write feedback on stickies:
- Green: "I like..." (positive)
- Pink: "I wish..." (improvements)
- Blue: "What if..." (new ideas)
3. Share and cluster feedback 4. Identify patterns 5. Prioritize changes
Activity: Think Aloud Testing
Duration: 20-30 minutes per test
Purpose: Understand user mental models.
Process: 1. Give user a task 2. Ask them to verbalize thoughts while doing it 3. Don't help or guide 4. Note:
- Where they struggle
- What they misunderstand
- What delights them
5. Ask follow-up questions
Activity: Feedback Capture Grid
Duration: 15-20 minutes
Template:
┌─────────────────────────┬─────────────────────────┐
│ LIKES (+) │ CRITICISMS (-) │
│ │ │
│ What worked well? │ What didn't work? │
│ │ │
├─────────────────────────┼─────────────────────────┤
│ QUESTIONS (?) │ IDEAS (!) │
│ │ │
│ What needs clarity? │ New ideas sparked? │
│ │ │
└─────────────────────────┴─────────────────────────┘