Design Thinking

A problem-solving method that starts with the people affected: observe them, define the real problem, then prototype and test ideas in loops.

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Reviewed by Ravi SuranaUpdated

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~20 sec

Design thinking is a method for solving problems by starting with the people who have them. A team observes and interviews those people, defines the real problem, generates many ideas, builds cheap prototypes, and tests them with users, looping back whenever a test fails. The aim is a solution people want, technology can deliver and a business can sustain.

011 min

A design thinking case: the children's scanner

Doug Dietz was an industrial designer at GE Healthcare. He had spent years designing the large scanners that hospitals use to look inside the body. One day he went to see one of his machines in use. A young girl was waiting for her scan with her parents, and she was already crying.

Dietz looked at the room the way she saw it. It was dark, lit by flickering lights, and the machine at its centre was loud. He later said that he felt he had failed at his job. He had designed the machine, but he had never designed what it was like to go through a scan.

The cost was not only fear. A scan only works if the patient lies still, and frightened young children rarely do. Dietz said that about 80 percent of children aged three to eight had to be sedated before a scan. Sedation means extra staff, extra time and extra medical steps for every one of those scans.

Nothing in the machine was broken. The problem was in something the engineering requirements never measured: what happens to a child between the waiting room and the scanner bed. Design thinking is meant for this kind of gap, between a product that works and an experience people can bear.

024 min

How design thinking works

Dietz did not start by sketching a new machine. He went to a workshop at Stanford's d.school, a design school that teaches the method. Then he spent time watching young children at a day-care centre and talking to child life specialists, the hospital staff who help children cope with treatment. That order is the core of design thinking. First understand the people. Then decide what the problem is. Only then look for answers.

Most teams describe the method as five modes, a list made popular by the d.school:

ModeWhat the team doesIn the GE scanner project
EmpathizeWatches and interviews the people affected, to learn what they do and feel, not only what they sayWatching children at a day-care centre and talking to child life specialists
DefineTurns what it learned into one problem statement, often phrased as a "How might we…" questionThe question moved from building a better machine to making a scan a child is not afraid of
IdeateProduces many possible answers before judging any of themThemes, stories and scripts for the staff, not only changes to the hardware
PrototypeBuilds cheap, rough versions that people can react toA first themed room, installed as a pilot at the children's hospital of the University of Pittsburgh Medical Center
TestPuts prototypes in front of real users and watches what happensChildren and parents going through real scans in the pilot room

The modes form a loop, not a line

The five modes are not a fixed sequence. A failed test sends the team back to define the problem again, or to generate new ideas. The Nielsen Norman Group adds a sixth mode, implement, because a tested prototype still has to be built, launched and kept running.

Two kinds of thinking

Each mode switches between two kinds of thinking. Divergent thinking opens up many options and holds back judgment. Convergent thinking compares those options and narrows them to a few. Ideation is mostly divergent. Defining the problem is mostly convergent.

Design thinking is also solution-focused. A design team learns about a problem by proposing answers and seeing what each one reveals, instead of analysing the problem completely first. The reasoning behind this is called abductive reasoning: moving from what you observe to the most promising possible explanation or answer, without proof. That is why prototypes come early. A rough prototype lets a team learn things that users cannot tell them in an interview.

What the method is for

Design thinking is meant for ill-defined problems, sometimes called wicked problems. A wicked problem has no single correct statement, and every attempted solution changes how people understand it. The planners Horst Rittel and Melvin Webber named the idea in 1973.

IDEO, the design firm most linked to the method, describes a good solution as one that meets three tests at once. It is desirable for people, feasible with available technology and viable for the organization that has to pay for it. Design thinking checks all three, but it starts with the first, because that is the one other planning methods tend to leave until last.

Teachers of the method also list the attitudes it needs: comfort with not knowing the answer yet, a habit of making things instead of only discussing them, readiness to fail early, and teams that mix people from different disciplines.

Why design thinking works: it corrects for bias

Jeanne Liedtka, a professor at the University of Virginia, spent seven years studying 50 projects across many sectors. She published her conclusions in Harvard Business Review in 2018. Her explanation is about people, not tools. Innovators carry biases. They expect the present to continue, they read customer data through their own theories, and they hold on to the first solution they find. This last one is a form of confirmation bias.

In Liedtka's account, each part of the method works against one of these habits. Time spent with users makes it harder to assume they want what the team wants. Shared interview notes let colleagues challenge each other's reading. Small, cheap experiments make change feel less risky, so people are less afraid of being wrong.

032 min

Where design thinking comes from

The workshop Dietz took taught a method that is older than its name. In 1959 John E. Arnold, an engineering professor at Stanford, published Creative Engineering. It started a long tradition of design teaching at Stanford.

The phrase itself grew up in design research. Peter Rowe's 1987 book Design Thinking, about how architects and urban planners work, was one of the first major uses of the term in design research. In 1992 an article by Richard Buchanan, Wicked Problems in Design Thinking, linked the method to the ill-defined problems that Rittel and Webber had described.

The business version came from industry. IDEO had worked in a human-centered way since its start in 1978. Its founder, David Kelley, also helped start Stanford's Hasso Plattner Institute of Design, the d.school, which turned the practice into courses. In June 2008 Tim Brown, IDEO's chief executive, published an article called Design Thinking in Harvard Business Review. Brown traced the approach back to Thomas Edison. Edison built not only the light bulb but the power system that made it useful. Brown's article brought the term into management teaching.

A common misreading: IDEO invented design thinking

Many summaries, including IBM's own explainer, say David Kelley created the term. IDEO itself disagrees. Its FAQ says the firm is often given credit for the term and the practice, but that design thinking grew out of a conversation that had been going on for decades. IDEO says it started using the phrase as a short name for the parts of its practice it found easiest to learn and teach. The accurate version is that IDEO made design thinking popular. It did not originate it.

041 min

Design thinking models compared

Once the term spread, each organization that taught it drew its own diagram. The models disagree on the number of steps, not on the logic.

ModelPublished bySteps
Five modesStanford d.schoolEmpathize, define, ideate, prototype, test
Six phasesNielsen Norman GroupThe five modes, plus implement
Three spacesIDEO, in Brown's 2008 articleInspiration, ideation, implementation
Seven activitiesIDEO UFrame a question, gather inspiration, synthesize, generate ideas, make ideas tangible, test to learn, share the story
Double DiamondUK Design CouncilDiscover, define, develop, deliver
Four phasesHarvard Business School OnlineClarify, ideate, develop, implement

Every model separates understanding the problem from solving it. Every model also switches between opening up options and narrowing them down. The Double Diamond draws this most clearly. The first diamond widens to discover what is going on, then narrows to define the problem. The second diamond widens to develop many possible solutions, then narrows to deliver one. The Design Council says its team did not invent these steps. It gave names and a shape to steps designers were already using, and made them easy to share.

053 min

How design thinking shows up in real projects

Back at GE, the method produced something no product specification would have asked for. Dietz's team turned scanning rooms into themed adventures. For an MRI, the room became a spaceship, and the technician told the child the ship was about to go into hyper-drive when the machine got loud. Other rooms became a pirate island or a campsite. Staff followed scripts. GE called it the Adventure Series. By early 2016 it was in the imaging departments of 27 children's hospitals.

The results surprised Dietz. He had expected the themes to slow things down, because children would want to play. Instead, hospitals reported that they could scan more children than before, with patient volume up about seven percent.

The same method works on a work process, a market and a medical device.

Kaiser Permanente: redesigning a nurse shift change

Kaiser Permanente, a large US health care provider, used design thinking on a process, not a product. Brown described the project in his 2008 article. A team of a former nurse, an organizational-development specialist, a technology expert, a process designer, a union representative and IDEO designers studied shift changes at four Kaiser hospitals.

They found that each shift began with about 45 minutes at the nurses' station, where incoming nurses heard about patients from the nurses going home. They still often missed what mattered to patients, such as whether a test had been done. Within a week the team had a working prototype. Nurses now passed information on at the patient's bedside, and simple software let them read and add notes during the shift instead of at the end. Kaiser called the new handover Nurse Knowledge Exchange. In Kaiser's own figures from the pilot, nurses reached their patients at the start of a shift three times faster.

Shimano: asking the people who do not buy

The Japanese bicycle-parts maker Shimano worked with IDEO on a different kind of question. A US industry survey at the time suggested that more than 160 million Americans did not ride bikes. Shimano wanted to know why. The team talked to people outside Shimano's usual customers. Almost all of them had happy memories of cycling as children. Many now felt put off by bike shops staffed by expert riders, by complex and expensive equipment, and by roads built for cars.

The answer was not a better bicycle part. The team created a new category called Coasting: simple bikes with automatic gears and brakes worked by pedalling backwards. It also designed a new way of selling them in shops and a public campaign, with local governments, that pointed riders to safe places to cycle. The look of the bikes was left to the manufacturers, on purpose.

Embrace: the problem was not the price

In 2007 graduate students in Stanford's Design for Extreme Affordability course were asked to design an incubator for premature babies. It had to cost about 1 percent of a standard incubator, which can cost about $20,000 in the US. During a 2007 trip to Nepal and India, the team saw that power supplies were unreliable and that health workers had limited training. Watching rural families in Nepal showed them that many babies needed warmth at home, not in a clinic.

So the team defined a different problem: keep a small baby warm without a hospital and without steady electricity. The result was a small sleeping bag with a pouch of wax that melts at about human body temperature and stays at that temperature for four to six hours. The pouch can be heated with an electric heater or with warm water. The students founded a company, Embrace, to make it. A cheaper incubator would have been a good answer to the wrong question.

roomspaceshiphyper-drive
The scanner itself stays the same. What changes is the story around it, and the technician who tells it.

063 min

Applying design thinking

Those cases share a small set of moves that any team can copy, whether or not anyone on it is called a designer.

  1. Watch before you ask.

    Go where the problem happens and observe. Interviews tell you what people say. Observation shows what they do, and the two often differ. Summarize what you learn in personas or journey maps so the whole team works from the same picture.

  2. Write the problem as a question.

    Asking how we might keep a small baby warm without a hospital leads to more answers than asking how to make a cheaper incubator. The question should be wide enough to allow several answers and narrow enough to act on.

  3. Have people generate ideas alone first, then share them.

    The section below explains why.

  4. Build several cheap prototypes at the same time.

    A sketch, a role-play or a paper prototype is enough to learn from.

  5. Test with the people you watched, and plan the build.

    A prototype that passes a test is a decision, not a product. Name who will build, launch and maintain it.

As an illustration: a product manager asked for a new reporting feature first watches three customers build their monthly report by hand, and finds that the real delay is collecting data from other teams.

Why group brainstorming produces fewer ideas

The ideate mode is often run as a group brainstorm, but group brainstorming has a well-tested weakness. Alex Osborn, who promoted brainstorming in the 1950s, claimed that a person produces twice as many ideas in a group as alone. Experiments since 1958 have mostly found the reverse. Reviews of that research conclude that the same number of people working alone, with their ideas pooled afterwards, produce more ideas than a group talking together.

In 1987 Michael Diehl and Wolfgang Stroebe tested the possible causes and found that most of the loss comes from production blocking. Production blocking means that only one person can speak at a time. While they wait, the others forget ideas or decide not to share them. The fix is simple: give everyone a few minutes to write ideas alone, then share and build on them together.

Why several prototypes beat one

A 2010 Stanford experiment by Steven Dow and colleagues tested the value of making several prototypes at once. Thirty-three people designed web banner ads for a magazine. Everyone made five prototypes and then a final ad, with the same time and the same kind of expert feedback. Only the timing of the feedback changed. One group got feedback after each prototype, one at a time. The other made three prototypes, got feedback on all three, then made two more. The final ads ran in a real online campaign. The parallel group's ads did better on every measure, including click-through rate and ratings by the client and by advertising professionals. The parallel group's prototypes were also more varied, which is the point of parallel prototyping.

How one prototype makes critique harder to hear

The authors' explanation is fixation. A designer with only one prototype tends to defend it, and hears criticism of it as criticism of themselves. In interviews after the task, nearly half of the one-at-a-time group said they reacted badly to critique, and none of the parallel group did. With three prototypes to compare, feedback becomes a choice between options instead of a judgment on one.

one at a timeparallel
Count the feedback in each row. The top row gets it after every ad; the bottom row gets it on three ads together, then on two.

072 min

When design thinking fails

The same features that make the method easy to teach also make it easy to misuse.

The most common failure is a workshop with no follow-through. A team spends two days with sticky notes and a wall of ideas, and nothing is built. The tells are easy to check:

  • Nobody on the team met a user before the ideas were written.
  • Only one prototype was ever made, and it was polished before anyone tested it.
  • The workshop ended without a named owner for building the result.
  • The problem statement at the end is the same as the brief at the start.

Critics have gone further. Lucy Kimbell argued in 2011 that the business version of design thinking is poorly theorized and treats management as if it had no politics. The historian Lee Vinsel wrote in 2018 that promoting it as a reform for all of higher education gives students creative confidence without real ability in any field. Natasha Iskander, also in 2018, argued that it puts the designer at the centre instead of the community being served. She added that a short empathy exercise ignores how identity and power shape whose needs get heard. Each critique points to the same limit. The method organizes how a team learns, but it does not replace knowing the subject.

Claims of business value need the same care. IBM's training page says teams using its Enterprise Design Thinking program reached the market twice as fast and saw a 300 percent return on investment. Those figures come from Forrester studies that IBM offers as downloads to promote its own program. They are not independent trials.

Problems you cannot test twice

The prototype-and-test loop assumes that a failed test is cheap. For many public problems it is not. A new road, a school reform or a change to welfare rules cannot be tried and quietly withdrawn. It changes people's lives and spends money that does not come back. Rittel and Webber argued in 1973 that when an action cannot be reversed and its effects last for years, every trial counts.

In those cases design thinking still helps with understanding the people affected. But its prototypes have to stay small and reversible, such as a pilot in one district or a mock-up of a form. The team also has to say plainly which decisions cannot be tested this way.

082 min

Design thinking vs. agile, lean and UX design

Design thinking is often mixed up with methods that also talk about users and iteration. The axis that separates them is the question each one answers. Design thinking asks what problem is worth solving. The others mostly ask how to build or check a solution.

ConceptThe question it answersHow it relates to design thinking
AgileHow do we build working software in small, frequent steps?Both iterate, but agile assumes the team already knows what to build
Lean startupWill customers pay for this business idea?Both test early, but lean tests a business model with a minimum viable product
Design sprintCan we test one idea with users in five days?A fixed, short version of the five modes for one decision
Human-centered designDoes the result fit the people who use it?The broader approach that design thinking comes from
UX designHow does the product work and feel to use?The craft that often carries out design thinking's later modes
Systems thinkingHow do the parts of a system affect each other over time?Complements it, by showing effects beyond the people a team interviewed

Jobs to be done is a close neighbour of the define mode. It frames a need as the progress a person is trying to make. Many teams use it inside design thinking to write the problem statement.

?4 questions

Questions people ask

Do you need to be a designer to use design thinking?

No. The method was written down so that nurses, engineers, managers and teachers could use it. Trained designers usually make better prototypes, but anyone can observe users, frame a question and test rough ideas.

Is there a design thinking certification?

There is no single official certification. IBM offers a free practitioner badge for its Enterprise Design Thinking program, and IDEO U and Stanford's d.school run paid and free courses. Employers mostly judge the skill from project work.

How long does a design thinking project take?

It depends on the problem. A design sprint covers one decision in five days. Larger projects run for months, because each loop of prototyping and testing raises new questions about the problem.

What is the difference between design and design thinking?

Design is the craft of making a specific thing, such as an interface or a building. Design thinking is the process of deciding which problem to solve and testing answers before committing to one.

§20 sources

Sources

  1. Lake Effect, WUWM 89.7 FM, "'Scary' CT Scans Get Kid-Friendly Makeover", 25 September 2013.

  2. Healthcare Facilities Today, "Design turns medical scans into adventures", 27 January 2016.

  3. This is Design Thinking, "Changing experiences through empathy: GE Healthcare's Adventure Series", December 2014, quoting Tom and David Kelley's Creative Confidence (2013).

  4. Tim Brown, "Design Thinking", Harvard Business Review, June 2008.

Show all 20 sources
  1. Jeanne Liedtka, "Why Design Thinking Works", Harvard Business Review, September–October 2018.

  2. The Enterprisers Project, "Why design thinking works", February 2019, a summary of Liedtka's article.

  3. IDEO, "Did IDEO invent design thinking?", FAQ.

  4. IDEO, "Design Thinking" (desirability, feasibility and viability).

  5. Wikipedia, "Design thinking" (history from Arnold 1959 and Rowe 1987, and the critiques by Kimbell, Vinsel and Iskander).

  6. Horst Rittel and Melvin Webber, "Dilemmas in a General Theory of Planning", Policy Sciences 4 (1973), 155–169. Copy hosted by sympoetic.net.

  7. Michael Diehl and Wolfgang Stroebe, "Productivity Loss in Brainstorming Groups: Toward the Solution of a Riddle", Journal of Personality and Social Psychology 53(3), 1987. Copy hosted by Southeastern Oklahoma State University.

  8. Wikipedia, "Production blocking".

  9. Steven P. Dow, Alana Glassco, Jonathan Kass, Melissa Schwarz, Daniel L. Schwartz and Scott R. Klemmer, "Parallel Prototyping Leads to Better Design Results, More Divergence, and Increased Self-Efficacy", ACM Transactions on Computer-Human Interaction 17(4), 2010.

  10. Christi Zuber, Kaiser Permanente Innovation Consultancy, presentation slides on design thinking at Kaiser Permanente, hosted by the Production and Operations Management Society.

  11. Core77, "A bicycle built for fun" (Shimano Coasting).

  12. Wikipedia, "Embrace Innovations".

  13. The Stanford Daily, "At-risk babies kept warm by Stanford innovation", 18 November 2010.

  14. Design Council, "The Double Diamond".

  15. Sarah Gibbons, "Design Thinking 101", Nielsen Norman Group, 2016.

  16. IBM, "Enterprise Design Thinking".

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