Ux design thinking
Skill charlieviettq/awesome-agent-skill/.claude/skills/ux-design-thinking
"Apply Design Thinking's five stages — Empathize, Define, Ideate, Prototype, Test — to solve user-centered problems. Use this skill when the user needs to solve an ambiguous problem, redesign a user experience, facilitate an innovation workshop, or develop a new product concept from scratch — even if they say 'we don't know what to build', 'how do we innovate', or 'the users aren't happy but we're not sure why'.".From its SKILL.md
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SKILL.md
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Design Thinking
Overview
Design Thinking is a human-centered approach to innovation that integrates user needs, technological feasibility, and business viability. Its five stages are iterative, not linear — expect to loop back as understanding deepens.
Framework
IRON LAW: Empathize BEFORE Define, Define BEFORE Ideate
Jumping to solutions (Ideate) without understanding the problem (Define)
wastes effort solving the wrong problem. Defining the problem without
empathizing with users produces internally-focused problem statements.
The sequence matters: understand the human first, then frame the problem,
then generate solutions.
The Five Stages
1. Empathize — Understand the user's world
- Observe, interview, immerse in the user's context
- Goal: understand needs, pain points, and motivations (not just what they say, but what they do and feel)
2. Define — Frame the right problem
- Synthesize empathy findings into a Point of View (POV) statement:
[User] needs to [need] because [insight] - A well-defined problem is half-solved. Reframe if needed.
3. Ideate — Generate many solutions
- Diverge: quantity over quality. Defer judgment.
- Techniques: brainstorming, How Might We questions, SCAMPER, worst possible idea
- Then converge: vote, cluster, select 2-3 concepts to prototype
4. Prototype — Make ideas tangible
- Build quick, cheap, disposable prototypes to learn
- Fidelity should match the question: paper sketches for flow, clickable mocks for interaction, code for technical feasibility
- Goal: test assumptions, not impress stakeholders
5. Test — Learn from real users
- Put the prototype in front of real users
- Observe behavior, don't just ask opinions
- What worked? What failed? What surprised you?
- Loop back to Empathize or Define if core assumptions were wrong
Output Format
# Design Thinking Sprint: {Challenge}
## Empathize
- User: {who}
- Key insights from research: ...
- Surprises: ...
## Define
- POV: [User] needs to [need] because [insight]
- How Might We: {3-5 HMW questions}
## Ideate
- Ideas generated: {count}
- Top 3 concepts: ...
## Prototype
- Prototype type: {paper / digital / physical}
- What it tests: {specific assumption}
## Test
- User feedback: ...
- Validated: {what was confirmed}
- Invalidated: {what was wrong}
- Next iteration: {what to change}
Examples
Correct Application
Scenario: Redesigning hospital waiting room experience
- Empathize: Observed patients for 3 days. Key insight: anxiety peaks not from wait time but from UNCERTAINTY about wait time.
- Define: "Patients need to feel informed about their wait status because uncertainty amplifies anxiety beyond what the actual wait causes."
- Ideate: 40+ ideas → top 3: real-time queue display, SMS position updates, estimated-time kiosk
- Prototype: Paper prototype of SMS update flow (5 min to build)
- Test: 8 patients tested → 6 reported feeling "much less anxious" even though actual wait didn't change ✓
Incorrect Application
- Skipped Empathize, started with "we need a new app feature" → Solutioning without understanding the problem. Violates Iron Law.
Gotchas
- "Fail fast" requires psychological safety: Teams won't experiment if failure is punished. Establish that prototypes are meant to fail — that's learning.
- HMW questions set the solution space: "How might we reduce wait time?" leads to different solutions than "How might we reduce anxiety during waits?" Frame carefully.
- Prototype ≠ MVP: A prototype tests a hypothesis cheaply. An MVP is a viable product. Don't over-build prototypes.
- Design Thinking is not just for designers: It applies to services, processes, policies, business models — any problem involving human needs.
- Iteration is not optional: If you run through all 5 stages once without looping back, you've done waterfall with sticky notes, not Design Thinking.
References
- For facilitation exercises per stage, see
references/dt-exercises.md
What ships with it: 2 files
21.0 KB alongside SKILL.md
examples/
- sample_scenario.md7.5 KB
references/
- dt-exercises.md13.5 KB