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framework
Research & strategy

Design Thinking

Empathise, Define, Ideate, Prototype, Test: a human-centred way to solve problems.

⏱ 12 minBeginnerBy IDEO & Stanford d.schoolSince 2000s
EmpDefIdeProTes
Use it when

Team problem solving and workshops that start from empathy.

You'll walk away with

A point-of-view statement, ideas and tested prototypes.

Step 1 · The idea

Solve problems the way designers do

Design Thinking is a human-centred way to solve problems, made popular by the design firm IDEO and the Stanford d.school in the 2000s. Tim Brown, IDEO's CEO, described it in Change by Design (2009).

The d.school version has five stages: Empathise, Define, Ideate, Prototype, Test. They aren't a straight line — teams move back and forth as they learn.

Design Thinking and the Double Diamond describe the same spirit. Empathise + Define is the first diamond; Ideate + Prototype + Test is the second.
Step 2 · Play with it

The five stages

Select a stage. The dashed arrows show where you might loop back.

EmpathiseDefineIdeatePrototypeTestlearn more about usersnew ideasreframe the problem

Empathise

Who are we designing for, and what do they experience?

What you do
  • Observe people in their real context
  • Interview with open questions
  • Try the experience yourself (immersion)
Output

Stories, observations, surprises

Tip: Look for what people do, not only what they say.

Three lenses

Desirable, feasible, viable

IDEO's test for a good idea: it sits where all three overlap. Rate an idea and see where it lands.

DesirableFeasibleViable
Sweet spot. “Shared cart so a family can order dinner together” scores well on all three lenses. Prototype and test it.
Step 3 · Worked example

One dinner, five different tastes

A fictional team at “Thali”, a food delivery app, uses design thinking to help families order together.

Thali checkout
🛒 One phone, one cart
Fast checkout for one person
Step 1

A proud team

The Thali team had built a quick, clean checkout. They visited families at home to watch a real dinner order.
Before
Friday, 8 PM
👨‍👩‍👧‍👦 Five people pass one phone around, arguing about what to get
After 20 minutes, one person orders for all
Step 2

Empathise: a noisy living room

They watched the phone go round the room and realised the app was built for one person deciding — but dinner is a group decision.
Empathise
Point of view
Families ordering one dinner need everyone's choice to count, because passing one phone around means the loudest person decides.
Step 3

Define: the real need

The problem wasn't the menu or the checkout. It was how a family decides together.
Define
Shared cart
🔗 Share the cart link in the family chat
🍛 Everyone adds their own dish from their phone
Paper sketches + a clickable mock-up
Step 4

Ideate and prototype

With help from families, the team sketched many ideas and prototyped a shared cart. The menu stayed the same; the way of ordering changed.
IdeatePrototype
Results
Families ordered much faster
Fewer “I didn't want this” moments
“For once, nobody had to shout their order across the room.”
Step 5

Test: dinner, sorted

In tests, families finished ordering sooner and were happier with the meal. Empathy changed the outcome, not a bigger menu.
Test

Fictional worked example for teaching. Thali is not a real company, and the research findings and results are illustrative.

Step 4 · Try it

Point-of-view statement builder

The bridge between Empathise and Ideate. A good POV names a user, a need and a surprising insight.

Point of view

A parent ordering one dinner for a family of five needs to feel sure everyone gets something they enjoy because passing one phone around takes ages and the quietest child never gets asked.

How might we…
  • How might we help parent ordering one dinner for a family of five feel sure everyone gets something they enjoy?
  • How might we let everyone choose without passing one phone around?
  • How might we turn ordering dinner into a moment the family enjoys?
Watch out

Common mistakes

✓ Do

  • Spend real time with real users before ideating
  • Loop back when you learn something new
  • Prototype cheaply and early
  • Mix people from different roles
  • Test with users, not just colleagues

✗ Avoid

  • Running a one-day workshop and calling it design thinking
  • Skipping empathy because “we know our users”
  • Falling in love with the first idea
  • Polished prototypes that nobody wants to criticise
  • Treating the five stages as a strict checklist
Cheat sheet

Design Thinking in one screen

STAGES (non-linear)
EMPATHISE  observe, interview, immerse     → stories, surprises
DEFINE     synthesise, POV, HMW            → the real need
IDEATE     brainstorm, sketch, go wide     → many ideas
PROTOTYPE  cheap, fast, just enough        → testable things
TEST       watch, ask, learn               → refine or loop back

POV     [User] needs [need] because [insight].
LENSES  desirable (people) · feasible (technology) · viable (business)
MINDSETS  bias to action · show don't tell · embrace ambiguity
Use it at work

Figma template

A ready-made canvas for running this framework with your team. Free, editable, and it works in Figma and FigJam.

Preview of the Design Thinking sprint board template
Figma & FigJam · free

Design Thinking sprint board

  • Five stage columns
  • Point of view statement
  • Three lenses check
  1. 1Download the SVG, or copy it to your clipboard.
  2. 2In Figma or FigJam, drag the file onto the canvas — or paste with ⌘V / Ctrl V.
  3. 3Everything arrives as editable layers: type in the boxes, add stickies, duplicate rows.
Check yourself

Quick quiz

Get all three right to complete the lesson.

Question 1

1. What's the main output of the Define stage?

Question 2

2. In IDEO's three lenses, “viability” asks…

Question 3

3. A test shows users misunderstood the problem entirely. What should you do?

Saved

Notes are private and stored in this browser.

Sources and further reading

Keep going

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One canvas for what a user says, thinks, does and feels.

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