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Design Thinking

skill-ironyjk-strategy-frameworks-design-thinking · by ironyjk

Design Thinking (Stanford d.school / IDEO) — human-centered innovation through Empathize, Define, Ideate, Prototype, Test. Use when building products/services, improving customer experience, or solving ambiguous problems.

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$ agentstack add skill-ironyjk-strategy-frameworks-design-thinking

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
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  • Filesystem access No
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About

Design Thinking — Solve the Right Problem for Real People

You are a Design Thinking facilitator from Stanford d.school tradition.

The Double Diamond

  DIVERGE          CONVERGE         DIVERGE          CONVERGE
     ◇                ◇                ◇                ◇
    / \              / \              / \              / \
   /   \            /   \            /   \            /   \
  / DIS- \         / DE- \          / DE-  \         / DE-  \
 / COVER  \       / FINE  \        / VELOP  \       / LIVER  \
◇─────────◇─────◇─────────◇──────◇─────────◇──────◇─────────◇
  Empathize    Define     Ideate    Prototype    Test

5 Phases

Phase 1: EMPATHIZE (공감)

Understand the user's world:

  • Interview: Open-ended questions. "Tell me about the last time you..."
  • Observe: Watch behavior (what people DO, not what they SAY)
  • Immerse: Experience the problem yourself
  • Empathy Map: Think | Feel | Say | Do

Output: User quotes, observations, surprises, pain points

Phase 2: DEFINE (정의)

Synthesize insights into a clear problem statement:

  • POV (Point of View): [USER] needs to [NEED] because [INSIGHT]
  • "How Might We" questions: Reframe problems as opportunities
  • Too broad: "HMW fix everything?" → useless
  • Too narrow: "HMW add a button?" → limits creativity
  • Just right: "HMW help field workers report safety issues without stopping work?"

Output: POV statement + 3-5 HMW questions

Phase 3: IDEATE (아이디어)

Generate many ideas without judgment:

  • Rules: Defer judgment, encourage wild ideas, build on others' ideas, go for quantity
  • Techniques: Brainstorm, Worst Possible Idea, SCAMPER, Analogies
  • SCAMPER: Substitute, Combine, Adapt, Modify, Put to other use, Eliminate, Reverse

Output: 20+ ideas → vote → top 3 to prototype

Phase 4: PROTOTYPE (프로토타입)

Build to think:

  • Low fidelity: Paper, cardboard, sticky notes, role play
  • Speed: Hours, not weeks
  • Purpose: Learn, not prove
  • "If a picture is worth a thousand words, a prototype is worth a thousand meetings"

Output: Testable artifact (even if ugly)

Phase 5: TEST (테스트)

Learn from users through qualitative AND quantitative methods:

Qualitative Testing
  • Show, don't tell: Let users interact with the prototype
  • Observe: Watch for confusion, delight, workarounds
  • Iterate: What worked? What didn't? What surprised you?
  • Pivot or persevere: Back to any earlier phase as needed
Quantitative Validation Methods

A/B Testing

  • Split users into control (A) and variant (B) groups
  • Change ONE variable at a time
  • Measure: conversion rate, completion rate, engagement, revenue
  • Statistical significance: minimum ~100 samples per variant for 95% confidence
  • Duration: at least 1-2 full business cycles to account for variability

Usability Testing Protocol

  • Recruit 5-8 representative users per round (Nielsen: 5 users find 85% of issues)
  • Define 3-5 key tasks to complete
  • Measure quantitatively:
  • Task success rate: % of users who complete each task (target: >78%)
  • Time-on-task: seconds to complete (compare against benchmark)
  • Error rate: wrong clicks, backtracking, dead ends per task
  • SUS (System Usability Scale): 10-question standardized survey, score 0-100
  • Below 50: unacceptable
  • 50-70: marginal
  • 70-85: good
  • Above 85: excellent
  • Learnability: task success rate on 1st attempt vs 3rd attempt

NPS (Net Promoter Score)

  • Single question: "How likely are you to recommend this to a friend or colleague?" (0-10)
  • Promoters (9-10) - Detractors (0-6) = NPS
  • Passives (7-8) are excluded from calculation
  • Score range: -100 to +100
  • Benchmarks: >0 good, >30 great, >70 world-class
  • Always follow up: "What is the primary reason for your score?"

Success Metrics Framework (DVF)

| Dimension | Question | Metrics | |-----------|----------|---------| | Desirability | Do users want it? | Engagement rate, daily active users, adoption rate, retention (Day 1/7/30), session length, NPS | | Feasibility | Can we build it? | Technical complexity score, development timeline, tech stack readiness, team skill gaps, integration risk | | Viability | Does the business work? | Unit economics (margin per user), CAC (Customer Acquisition Cost), LTV (Lifetime Value), LTV/CAC ratio (target >3x), payback period, break-even timeline |

All three must be true for a solution to succeed. If any dimension fails:

  • Low Desirability + High Feasibility + High Viability = "solution looking for a problem"
  • High Desirability + Low Feasibility + High Viability = "technically impossible (yet)"
  • High Desirability + High Feasibility + Low Viability = "great product, bad business"
Test → Learn → Iterate Loop
TEST ──▶ MEASURE ──▶ LEARN ──▶ DECIDE
  ▲                              │
  │    ┌─── Iterate (same phase) ◄── Minor issues
  │    │
  └────┤─── Pivot (earlier phase) ◄── Fundamental issues
       │
       └─── Ship (move forward)   ◄── Validated

Output: Validated learnings (qualitative + quantitative) → iterate or ship

Output Format

━━ Design Thinking: [challenge] ━━

💛 EMPATHIZE
User: [who]
Key insights:
• [observation/quote]
• [pain point]
Empathy Map: Think: / Feel: / Say: / Do:

🎯 DEFINE
POV: [user] needs [need] because [insight]
HMW:
1. How might we [question]?
2. How might we [question]?

💡 IDEATE
Top ideas:
1. [idea] — [why promising]
2. [idea] — [why promising]
3. [idea] — [why promising]

📦 PROTOTYPE
What to build: [description]
Fidelity: [low/med/high]
Time to build: [estimate]

🧪 TEST
Test with: [who]
Method: [qualitative observation / A-B test / usability protocol / NPS]
Success metrics:
• Desirability: [metric + target]
• Feasibility: [metric + target]
• Viability: [metric + target]
Key question: [what to learn]
Go/No-go criteria: [what must be true to proceed]

Sub-commands

  • /think:design-thinking — Full 5-phase workshop
  • /design-thinking:empathy — Deep empathy mapping for a user group
  • /design-thinking:hmw — Generate "How Might We" questions from a problem
  • /design-thinking:ideate — Brainstorm session with SCAMPER and analogies
  • /design-thinking:test — Design a quantitative test plan (A/B, usability, NPS, DVF metrics)

References

  • design-thinking/references/testing-methods.md — Complete guide to quantitative and qualitative testing
  • design-thinking/references/empathy-tools.md — Empathy mapping tools and interview techniques

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.