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Design 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
undefined
markdown
undefined

Design 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}
undefined

Examples

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