1 ---
2 name: design-thinker
3 description: Apply design thinking to validate ideas, define audiences, and prioritize directions.
4 ---
5
6 # Design Thinking
7
8 Apply human-centered problem solving. Three frameworks dominate industry practice — pick based on what the user actually needs, don't default to IDEO's 5 phases.
9
10 ## When to Use
11
12 - Ambiguous problem space, no obvious solution
13 - "Why aren't users adopting X?" / "What should we build next?"
14
15 - Stuck and needs structured divergence
16 - "Who is this for?" / "Who should we target?" — audience definition and user persona synthesis
17
18 - "Is this idea worth pursuing?" / "Should we invest in X?" — idea validation before committing resources
19 - "We have too many ideas, which one?" / "Help me prioritize" — structured narrowing from many directions to one
20
21 - "What problem are we actually solving?" — problem reframing when the real issue might be upstream
22 - "Why did this product/feature fail?" — post-mortem through a design thinking lens (wrong problem, wrong audience, or wrong solution)
23
24 ## When NOT to Use
25
26 - Known problem, known solution, just needs execution (skip straight to PRD — use product-manager skill)
27 - Visual/UI implementation (use design skill)
28
29 - Technical debugging
30 - Pure information gathering with no decision needed (use deep-research skill)
31
32 - Competitive positioning or feature comparison (use competitive-analysis skill)
33
34 ## Depth Calibration
35
36 Not every problem needs a full board. Before starting, gauge the scope and pick the right depth:
37
38 ### Quick Mode (10-15 min, 2-3 cards per phase)
39
40 Use when: the user has a specific question like "should I build X or Y?", the domain is narrow, or they just want a structured opinion. Research is 1-2 searches. Canvas output is compact — skip sidebar annotations, limit to 2 concepts, use a single assumption card. No forces diagram.
41
42 ### Standard Mode (30-45 min, full board)
43
44 Use when: the problem space is moderately open — "what should we build for market X?" or "why is feature Y underperforming?". Research is 3-5 searches across different angles. Full canvas board with all sections. Forces diagram for top concept only.
45
46 ### Deep Mode (60+ min, full board + extended research)
47
48 Use when: high-stakes strategic decisions, entering new markets, or pivoting a product. Research is exhaustive — 5+ searches, reading full articles via webFetch, cross-referencing data. Full canvas board with forces diagrams for every concept, detailed assumption mapping, and confidence scoring. Consider launching parallel research subagents for different angles.
49
50 Default to Standard Mode. Upgrade to Deep if the user's question involves a new market, significant investment, or a pivot. Downgrade to Quick if the question is binary or narrowly scoped.
51
52 ## Three Frameworks — Choose Wisely
53
54 ### 1. Double Diamond (UK Design Council, 2004) — for ambiguous problems
55
56 Two diamonds = two diverge-then-converge cycles. **Discover**(go wide on problem research) →**Define**(narrow to problem statement) →**Develop**(go wide on solutions) →**Deliver** (narrow to one, ship it).
57
58 Critical insight: most teams skip the first diamond and jump straight to solution brainstorming. The first diamond exists to prevent solving the wrong problem beautifully.
59
60 **Use when**: problem isn't yet defined, timeline is weeks not days.
61
62 ### 2. GV Design Sprint (Jake Knapp, Google Ventures, 2010) — for validation speed
63
64 5 days, 5 phases, hard time-box. Map (Mon) → Sketch (Tue) → Decide (Wed) → Prototype (Thu) → Test with 5 real users (Fri). Full method free at `gv.com/sprint`and`designsprintkit.withgoogle.com`.
65
66 **Known weakness**: users appear on Day 5, not Day 1. The sprint relies on team intuition to frame the problem — you can spend 5 days sprinting toward the wrong target. Fix: run JTBD interviews *before* the sprint to pick the problem.
67
68 **Use when**: problem is defined, team can commit 5 uninterrupted days, you need a go/no-go decision fast.
69
70 **"5 users" is not arbitrary**: Nielsen Norman Group research shows 5 users find ~85% of usability problems. Diminishing returns after that.
71
72 ### 3. JTBD Switch Interview (Bob Moesta / Re-Wired Group) — for understanding why people buy
73
74 Not a workshop — a forensic interview technique. Interview people who *recently switched* (bought your product, or churned to a competitor). 45-60 minutes. Reconstruct their timeline, don't ask about features.
75
76 **The Timeline** (walk backward through their actual purchase):
77
78 1. **First thought** — when did it first occur to you this was a problem?
79 2. **Passive looking** — noticing solutions but not acting
80
81 3. **Event one** — something happens that makes it urgent
82 4. **Active looking** — comparing options, raised hand
83
84 5. **Deciding** — what tipped it?
85 6. **Buying** — the actual moment
86
87 **The Four Forces** (what made the switch happen):
88
89 | Force | Direction | Probe |
90
91 |---|---|---|
92
93 | Push of the situation | Toward switch | "What was happening that made the old way stop working?" |
94
95 | Pull of the new solution | Toward switch | "When you imagined having this, what got you excited?" |
96
97 | Anxiety of the new | Against switch | "What worried you about switching?" |
98
99 | Habit of the present | Against switch | "What was good enough about what you had?" |
100
101 Switch only happens when Push + Pull > Anxiety + Habit. If someone didn't buy, one of the blocking forces won.
102
103 **Key technique**: ask about the *situation*, never the feature. Not "do you like the dashboard?" but "walk me through the last time you opened it — what were you in the middle of?" Reference: the "Mattress Interview" at `jobstobedone.org` — Moesta interviews a guy about buying a mattress for 45 min and uncovers it was actually about his marriage.
104
105 **Use when**: you have customers but don't understand why they chose you, or you're losing deals and don't know why.
106
107 ## Research Synthesis
108
109 Research is only useful if it feeds directly into the framework phases. Follow this process to avoid the common failure of doing research and then ignoring it during ideation.
110
111 ### Step 1: Gather (DISCOVER phase)
112
113 Run 3-5 web searches across different angles of the problem space. For each search, extract:
114
115 - **Hard numbers** — market size, penetration rates, growth figures, demographic data
116 - **Pain signals** — what people complain about, what's broken, what's missing
117
118 - **Existing solutions** — who's already solving parts of this, and where are they falling short
119
120 ### Step 2: Distill (DEFINE phase)
121
122 From the raw research, identify 2-3 **key insights** — non-obvious patterns that connect multiple data points. Each insight must be grounded in evidence from Step 1, not invented. Format each as:
123
124 > **Insight**: [pattern observed]
125 >
126 > **Evidence**: [specific data points or sources that support it]
127 >
128 > **Implication**: [what this means for what we should build]
129
130 These insights directly feed the HMW statement. The HMW should address the most important insight, not the most obvious problem.
131
132 ### Step 3: Ground (DEVELOP phase)
133
134 Every solution concept must reference at least one insight from Step 2 and one data point from Step 1. This prevents "idea theater" — generating concepts that sound creative but ignore the research. If a concept can't be traced back to the research, cut it.
135
136 ### Step 4: Stress-test (DELIVER phase)
137
138 For the recommended concept, revisit the research to identify what could invalidate it. Look for counter-evidence, missing data, or assumptions the research didn't cover. These become the riskiest assumptions to test.
139
140 ## Core Tools (Framework-Agnostic)
141
142 **How Might We (HMW)** — reframe problem as opportunity. Scope test: too narrow bakes in the solution ("HMW add a share button"), too broad is unactionable ("HMW make users happy"). Right: "HMW help busy parents find 20-minute recipes without meal-planning guilt?"
143
144 **Crazy 8s** (from GV Sprint) — fold paper into 8 panels, sketch 8 distinct ideas in 8 minutes. Forces past the obvious first 3 ideas. Works solo or in groups.
145
146 **Assumption Mapping** — plot assumptions on Importance × Evidence 2×2. High-importance + low-evidence = test first. This picks your prototype target.
147
148 **Empathy Map** (Dave Gray, XPLANE) — Say / Think / Do / Feel quadrants around a user. "Think" and "Feel" are where insight lives — they're the gap between what users say and what they do.
149
150 **5-Act Interview** (GV test-day script): Friendly welcome → context questions → intro the prototype → tasks (watch, don't help) → debrief. One person interviews, team watches on video in another room and takes notes.
151
152 **Adoption Forces (applied to every concept)** — The JTBD Four Forces framework is too useful to reserve only for JTBD analyses. For every solution concept in DEVELOP, map these four forces from the *target user's perspective*:
153
154 | Force | Direction | Question to answer |
155
156 |---|---|---|
157
158 | Push | Toward adoption | What's painful enough about the status quo to make them try something new? |
159
160 | Pull | Toward adoption | What's exciting about this concept — what do they imagine getting? |
161
162 | Anxiety | Against adoption | What scares them about switching — cost, learning curve, risk, trust? |
163
164 | Habit | Against adoption | What's good enough about their current way — why haven't they already changed? |
165
166 Adoption happens when Push + Pull > Anxiety + Habit. If the forces don't balance toward adoption, the concept needs redesign — either amplify Push/Pull or reduce Anxiety/Habit. In Standard mode, do this for the top recommended concept. In Deep mode, do it for every concept.
167
168 ## Output Format
169
170 ```markdown
171
172 # [Challenge]
173
174 ## Framework Used
175
176 [Double Diamond / GV Sprint / JTBD — and why this one]
177
178 ## Problem Definition
179
180 ### HMW Statement
181
182 ### Key Insights (with evidence — quote or observation, not assumption)
183
184 ## [If JTBD] Forces Diagram
185
186 | Push | Pull | Anxiety | Habit |
187
188 |---|---|---|---|
189
190 ## Solution Concepts
191
192 | Concept | Desirable? | Feasible? | Viable? | Riskiest assumption |
193
194 |---|---|---|---|---|
195
196 ## Adoption Forces (for recommended concept, or all concepts in Deep mode)
197
198 | Force | Assessment |
199
200 |---|---|
201
202 | Push (pain of status quo) | |
203
204 | Pull (appeal of new solution) | |
205
206 | Anxiety (fears about switching) | |
207
208 | Habit (comfort of current way) | |
209
210 | **Balance** | Push + Pull [>/<] Anxiety + Habit |
211
212 ## Recommendation
213
214 ### Conviction Level
215
216 [Low / Medium / High] — State your confidence and what would change it.
217
218 - **Current conviction**: [e.g., "Medium — the pain signal is strong but adoption behavior is unproven"]
219 - **Would increase to High if**: [e.g., "3/5 merchants in a pilot use the app daily for 2 weeks"]
220
221 - **Would decrease if**: [e.g., "merchants report they tried similar apps before and abandoned them"]
222
223 ## Prototype Plan
224
225 - What to build (lowest fidelity that tests the assumption)
226 - Who to test with (5 users, recruited how)
227
228 - What "success" looks like
229
230 ## Next Steps
231
232 ```
233
234 ## Canvas Presentation
235
236 When presenting design thinking analysis on the canvas, follow these rules for a clear, skimmable board.
237
238 ### Shape Types & When to Use Each
239
240 | Shape | Use For | Why |
241
242 |---|---|---|
243
244 | `note` (sticky note) | Section headers, sidebar annotations, key stats | Fixed 200px width. Auto-sizes font based on text length — fewer words = bigger text. Perfect for bold single-word headers. |
245
246 | `geo`(rectangle) | Content cards, full-width banners, problem statements | Respects`w`and`h`— use for wide content (500px+ cards, 1600px+ banners). Set`fill: "solid"` and pick a color. |
247
248 | `geo`(arrow-down / arrow-right) | Flow indicators between sections | Shows the progression through the framework. Use`fill: "solid"`. |
249
250 | `text` | Small inline labels like "vs" between forces | Auto-sizes, minimal visual weight. |
251
252 ### Layout Rules
253
254 1. **Headers as sticky notes with minimal text** — Use 1-2 words max (e.g., "DISCOVER", "DEFINE", "FORCES"). The note shape auto-scales font size inversely to text length, so short text = large, skimmable headers.
255 2. **Content cards as geo rectangles** — 500px wide for 3-column layouts, 780px for 2-column layouts, 1600px+ for full-width banners. Always set `fill: "solid"` and a color.
256
257 3. **Left-column header notes, right-side content** — Place header sticky notes at x=1400, content cards starting at x=1670 (leaving a 70px gap after the 200px-wide header note).
258 4. **Vertical spacing** — 80-100px between rows within a section, 120-150px between sections. This keeps the board breathable and skimmable.
259
260 5. **Arrow shapes between sections** — Place `geo`shapes with`arrow-down` geo centered horizontally between sections to show flow. Use the section's color.
261 6. **Annotation stickies as sidebar** — Place `note` shapes at x=3350 (far right) aligned vertically with their related section. Use for market stats, key quotes, risk callouts — short punchy content that adds context without cluttering the main flow.
262
263 7. **Color coding by section** — Be consistent:
264
265 - Violet: title, concepts
266 - Blue: discover
267
268 - Green: define
269 - Orange: develop / forces
270
271 - Red: deliver
272 - Yellow: key callouts (problem statement, switch rule, recommendation)
273
274 - Light-* variants for content cards within each section
275
276 1. **JTBD Forces layout** — Use 2x2 grid: Push (top-left, light-red) vs Pull (top-right, light-green), Anxiety (bottom-left, orange) vs Habit (bottom-right, grey). Place arrow-right shapes and "vs" text labels between the pairs.
277
278 ### Canvas Gotchas
279
280 - **Sticky notes (`note`type) are always 200px wide** — the`w` parameter is ignored. Plan layouts around this constraint.
281 - **`labelColor: "white"` can cause rendering errors** — avoid it. Use lighter fill colors where default black text is readable.
282
283 - **`color: "black"`on geo shapes with`fill: "solid"`causes errors** — use`grey` or a dark supported color instead.
284 - **Always call `get_canvas_state` before placing shapes** — check for existing content and find empty space.
285
286 - **Delete before recreate** — when updating shapes, delete first then create fresh. Updates to notes can behave unexpectedly.
287
288 ### Example: Placing a Section
289
290 ```text
291
292 1. Header note (big text):
293
294 { type: "note", x: 1400, y: Y, w: 200, h: 200, color: "blue", text: "DISCOVER" }
295
296 2. Content cards (3-column):
297
298 { type: "geo", geo: "rectangle", x: 1670, y: Y, w: 500, h: 260, color: "light-blue", fill: "solid", text: "..." }
299
300 { type: "geo", geo: "rectangle", x: 2220, y: Y, w: 500, h: 260, color: "light-violet", fill: "solid", text: "..." }
301
302 { type: "geo", geo: "rectangle", x: 2770, y: Y, w: 500, h: 260, color: "light-green", fill: "solid", text: "..." }
303
304 3. Flow arrow to next section:
305
306 { type: "geo", geo: "arrow-down", x: 2300, y: Y+300, w: 80, h: 60, color: "blue", fill: "solid" }
307
308 4. Sidebar annotation:
309
310 { type: "note", x: 3350, y: Y, w: 200, h: 200, color: "yellow", text: "$45.5B\nmarket by 2028" }
311
312 ```
313
314 ## Research
315
316 - `webSearch("[user's problem domain] user research")` for prior art
317 - `webFetch("https://www.gv.com/sprint/")` for full sprint method
318
319 - `webSearch("[product category] reviews site:reddit.com")` — unfiltered user language for push/anxiety forces
320 - IDEO Design Kit free methods: `designkit.org/methods`
321
322 ## Hard Truths
323
324 - Agent cannot run real interviews — can write the discussion guide, analyze transcripts the user pastes in, and build the synthesis
325 - Personas without research are fiction. Push user for real data (support tickets, reviews, churn interviews) before building empathy maps
326
327 - Most "design thinking" fails because teams do ideation theater and skip the uncomfortable research. Bias toward the first diamond