ux-design-thinking
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Translation
ChineseDesign Thinking
Design Thinking
Overview
概述
Design Thinking is a human-centered approach to innovation that integrates user needs, technological feasibility, and business viability. Its five stages are iterative, not linear — expect to loop back as understanding deepens.
Design Thinking是一种以人为中心的创新方法,整合了用户需求、技术可行性和业务可行性。它的五个阶段是迭代式的,而非线性的——随着理解的深入,你可能需要回溯到之前的阶段。
Framework
框架
IRON LAW: Empathize BEFORE Define, Define BEFORE Ideate
Jumping to solutions (Ideate) without understanding the problem (Define)
wastes effort solving the wrong problem. Defining the problem without
empathizing with users produces internally-focused problem statements.
The sequence matters: understand the human first, then frame the problem,
then generate solutions.IRON LAW: Empathize BEFORE Define, Define BEFORE Ideate
Jumping to solutions (Ideate) without understanding the problem (Define)
wastes effort solving the wrong problem. Defining the problem without
empathizing with users produces internally-focused problem statements.
The sequence matters: understand the human first, then frame the problem,
then generate solutions.The Five Stages
五个阶段
1. Empathize — Understand the user's world
- Observe, interview, immerse in the user's context
- Goal: understand needs, pain points, and motivations (not just what they say, but what they do and feel)
2. Define — Frame the right problem
- Synthesize empathy findings into a Point of View (POV) statement:
[User] needs to [need] because [insight] - A well-defined problem is half-solved. Reframe if needed.
3. Ideate — Generate many solutions
- Diverge: quantity over quality. Defer judgment.
- Techniques: brainstorming, How Might We questions, SCAMPER, worst possible idea
- Then converge: vote, cluster, select 2-3 concepts to prototype
4. Prototype — Make ideas tangible
- Build quick, cheap, disposable prototypes to learn
- Fidelity should match the question: paper sketches for flow, clickable mocks for interaction, code for technical feasibility
- Goal: test assumptions, not impress stakeholders
5. Test — Learn from real users
- Put the prototype in front of real users
- Observe behavior, don't just ask opinions
- What worked? What failed? What surprised you?
- Loop back to Empathize or Define if core assumptions were wrong
1. Empathize — 理解用户的世界
- 观察、访谈、融入用户场景
- 目标:理解用户的需求、痛点和动机(不仅是他们说的话,还有他们的行为和感受)
2. Define — 框定正确的问题
- 将共情阶段的发现整合为观点(POV)陈述:
[用户] 需要 [需求],因为 [洞察] - 一个定义清晰的问题相当于解决了一半。如有需要,重新框定问题。
3. Ideate — 生成大量解决方案
- 发散思考:数量优先于质量。暂缓评判。
- 技巧:头脑风暴、“我们如何可能(How Might We)”问题、SCAMPER法、“最糟糕的想法”
- 然后收敛思考:投票、聚类,选择2-3个概念制作原型
4. Prototype — 将想法具象化
- 快速制作低成本、可丢弃的原型以学习
- 原型的保真度应匹配要验证的问题:用纸笔草图验证流程,用可点击原型验证交互,用代码验证技术可行性
- 目标:测试假设,而非取悦利益相关者
5. Test — 从真实用户处学习
- 将原型展示给真实用户
- 观察行为,而非仅询问意见
- 哪些部分有效?哪些失败了?哪些让你意外?
- 如果核心假设错误,回溯到Empathize或Define阶段
Output Format
输出格式
markdown
undefinedmarkdown
undefinedDesign Thinking Sprint: {Challenge}
Design Thinking Sprint: {Challenge}
Empathize
Empathize
- User: {who}
- Key insights from research: ...
- Surprises: ...
- User: {who}
- Key insights from research: ...
- Surprises: ...
Define
Define
- POV: [User] needs to [need] because [insight]
- How Might We: {3-5 HMW questions}
- POV: [User] needs to [need] because [insight]
- How Might We: {3-5 HMW questions}
Ideate
Ideate
- Ideas generated: {count}
- Top 3 concepts: ...
- Ideas generated: {count}
- Top 3 concepts: ...
Prototype
Prototype
- Prototype type: {paper / digital / physical}
- What it tests: {specific assumption}
- Prototype type: {paper / digital / physical}
- What it tests: {specific assumption}
Test
Test
- User feedback: ...
- Validated: {what was confirmed}
- Invalidated: {what was wrong}
- Next iteration: {what to change}
undefined- User feedback: ...
- Validated: {what was confirmed}
- Invalidated: {what was wrong}
- Next iteration: {what to change}
undefinedExamples
示例
Correct Application
正确应用场景
Scenario: Redesigning hospital waiting room experience
- Empathize: Observed patients for 3 days. Key insight: anxiety peaks not from wait time but from UNCERTAINTY about wait time.
- Define: "Patients need to feel informed about their wait status because uncertainty amplifies anxiety beyond what the actual wait causes."
- Ideate: 40+ ideas → top 3: real-time queue display, SMS position updates, estimated-time kiosk
- Prototype: Paper prototype of SMS update flow (5 min to build)
- Test: 8 patients tested → 6 reported feeling "much less anxious" even though actual wait didn't change ✓
场景:重新设计医院候诊区体验
- Empathize:观察患者3天。核心洞察:焦虑的峰值并非来自等待时长,而是对等待时长的不确定性。
- Define:“患者需要了解自己的等待状态,因为不确定性会加剧焦虑,其影响远超实际等待时长。”
- Ideate:生成40+个想法 → 排名前三:实时队列显示屏、短信位置更新、预计等待时间 kiosk
- Prototype:短信更新流程的纸质原型(耗时5分钟制作)
- Test:8名患者参与测试 → 6名患者表示“焦虑感大幅降低”,尽管实际等待时长并未改变 ✓
Incorrect Application
错误应用场景
- Skipped Empathize, started with "we need a new app feature" → Solutioning without understanding the problem. Violates Iron Law.
- 跳过Empathize阶段,直接从“我们需要一个新的应用功能”开始 → 未理解问题就直接寻找解决方案,违反铁律。
Gotchas
注意事项
- "Fail fast" requires psychological safety: Teams won't experiment if failure is punished. Establish that prototypes are meant to fail — that's learning.
- HMW questions set the solution space: "How might we reduce wait time?" leads to different solutions than "How might we reduce anxiety during waits?" Frame carefully.
- Prototype ≠ MVP: A prototype tests a hypothesis cheaply. An MVP is a viable product. Don't over-build prototypes.
- Design Thinking is not just for designers: It applies to services, processes, policies, business models — any problem involving human needs.
- Iteration is not optional: If you run through all 5 stages once without looping back, you've done waterfall with sticky notes, not Design Thinking.
- "快速失败"需要心理安全环境:如果失败会被惩罚,团队就不会尝试创新。要明确原型的目的就是为了失败——这是学习的过程。
- "我们如何可能(HMW)"问题决定了解决方案的范围:“我们如何减少等待时长?”和“我们如何减少等待时的焦虑?”会导向不同的解决方案。要谨慎框定问题。
- Prototype ≠ MVP:原型是低成本测试假设的工具。MVP是可行的产品。不要过度制作原型。
- Design Thinking并非仅适用于设计师:它适用于服务、流程、政策、商业模式——任何涉及人类需求的问题。
- 迭代并非可选步骤:如果只按顺序走完5个阶段而不回溯,那你只是用便签纸做了瀑布式开发,而非Design Thinking。
References
参考资料
- For facilitation exercises per stage, see
references/dt-exercises.md
- 各阶段的引导练习,请查看
references/dt-exercises.md