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🎨Design Strategy and Software

Design Thinking Process Steps

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Why This Matters

Design thinking isn't just a buzzword—it's the foundational framework that separates thoughtful, user-centered design from guesswork. You're being tested on your ability to understand when and why each step matters, not just your ability to recite them in order. Exam questions will ask you to identify which phase addresses a specific problem, explain why iteration loops back to earlier stages, and demonstrate how the process creates solutions that actually work for real users.

The six steps represent a shift from designer-centered to user-centered thinking. Each phase builds on the previous one, but the process isn't purely linear—it's deliberately cyclical. Master the purpose behind each step, understand how they connect, and you'll be ready for any scenario-based question thrown your way. Don't just memorize the sequence—know what problem each step solves and when you'd return to it.


Understanding the Problem Space

Before you can solve anything, you need to deeply understand what you're solving and for whom. These phases focus on discovery and definition—gathering insights and translating them into actionable direction.

Empathize

  • User research methods—interviews, surveys, field studies, and observation help you gather qualitative data about real experiences
  • Pain points identification reveals the frustrations and challenges users face, which directly inform design priorities
  • User personas synthesize research into representative profiles that keep the team focused on actual user needs, not assumptions

Define

  • Problem statement creation transforms scattered research into a focused, user-centered articulation of the core challenge
  • Affinity diagrams organize insights by clustering related findings, helping teams see patterns and prioritize issues
  • Actionable framing ensures the problem statement is specific enough to guide ideation without prescribing solutions

Compare: Empathize vs. Define—both deal with understanding users, but Empathize gathers raw data while Define synthesizes it into direction. If an exam asks which phase produces a problem statement, it's always Define.


Generating and Shaping Solutions

Once you understand the problem, these phases shift to divergent and convergent thinking—first expanding possibilities, then narrowing to viable concepts worth building.

Ideate

  • Brainstorming sessions encourage quantity over quality initially, generating diverse solutions without premature judgment
  • Mind mapping and sketching make abstract ideas visual and tangible, helping teams build on each other's concepts
  • Feasibility filtering narrows options by evaluating ideas against viability (business sense), feasibility (technical possibility), and desirability (user value)

Prototype

  • Low-fidelity representations—paper sketches, wireframes, or simple mockups—allow rapid exploration without heavy resource investment
  • Simulation of interactions tests how users would engage with key features before committing to full development
  • Easy modification is the point; prototypes should be cheap to change based on feedback, not precious artifacts to defend

Compare: Ideate vs. Prototype—Ideate generates concepts while Prototype makes them tangible. A common exam mistake is confusing brainstorming (Ideate) with building mockups (Prototype). Remember: ideas live in Ideate, artifacts emerge in Prototype.


Validating and Refining

The final phases close the loop by testing assumptions against reality and incorporating what you learn. This is where design thinking proves its value—through evidence-based improvement.

Test

  • User testing sessions observe real people interacting with prototypes, revealing usability issues that internal teams miss
  • Qualitative and quantitative feedback combines why users struggle (interviews) with how often they struggle (metrics)
  • Assumption validation confirms or challenges the hypotheses made during Ideate, providing evidence for design decisions

Iterate

  • Feedback integration uses Test phase insights to refine designs, sometimes requiring significant changes
  • Non-linear return means revisiting Empathize, Define, or Ideate when new insights emerge—the process is cyclical, not strictly sequential
  • Continuous improvement mindset recognizes that design is never truly "done"; each iteration brings you closer to an optimal solution

Compare: Test vs. Iterate—Test reveals problems through user feedback, while Iterate addresses them through refinement. FRQ tip: if asked about responding to negative user feedback, your answer involves both phases—Test identifies issues, Iterate resolves them.


Quick Reference Table

ConceptBest Examples
User ResearchEmpathize (interviews, personas, observation)
Problem FramingDefine (problem statements, affinity diagrams)
Divergent ThinkingIdeate (brainstorming, mind mapping)
Convergent ThinkingIdeate (feasibility filtering), Prototype (selecting features)
Rapid ExperimentationPrototype (low-fidelity mockups, paper prototypes)
ValidationTest (user testing, feedback collection)
Cyclical ProcessIterate (returning to earlier phases)
User-Centered FocusAll phases, but especially Empathize and Test

Self-Check Questions

  1. Which two phases both involve direct interaction with users, and how do their goals differ?

  2. A team realizes their problem statement was too narrow after building a prototype. Which phase should they return to, and why does this demonstrate design thinking's non-linear nature?

  3. Compare and contrast low-fidelity and high-fidelity prototypes—when would you use each, and what phase considerations apply?

  4. If user testing reveals that people love a feature but can't figure out how to access it, which earlier phase's assumptions were likely flawed, and what would you revisit?

  5. Explain why skipping the Empathize phase and jumping straight to Ideate often produces solutions that fail—what specific risks does this create?