Design Thinking: A Modern Approach
Design Thinking: A Modern Approach
What is design
Some common synonyms of design are plan, plot, project, and scheme. While all these words
mean "a method devised for making or doing something or achieving an end," design often
suggests a particular pattern and some degree of achieved order or harmony
Design is both a discipline and a process focused on creating intentional solutions for objects,
systems, environments, or experiences. At its core, design involves envisioning and planning the
construction of something new—taking into account aesthetic, functional, economic, social, and
cultural considerations. Designs shape our daily lives, from clothing and devices to spaces,
interfaces, and service systems.
The term can refer to both the visual appearance or shape given to an object and the process
used to arrive at that result. Good design improves things by making them work well, look
attractive, and serve their intended purpose more effectively. It’s relevant across diverse
disciplines such as graphic, product, architectural, fashion, web, and service design, among many
others.
Fundamentally, design is about solving problems for users by analyzing needs and contexts,
generating creative solutions, and continually refining ideas to optimize results. The act of
designing typically involves research, modeling, prototyping, and iterative improvement, always
with consideration for the people—users—who will interact with the outcome.
The conceptualization and creation of new things (objects, services, systems, environments, and
more).
A process aimed at progress and improvement, balancing form, function, and user needs.
Practiced everywhere: in daily objects, spaces, digital environments, and abstract systems
Design methodology refers to the structured approaches and frameworks designers use to guide
the creation of new products, systems, or solutions. These methodologies provide consistency,
focus, and ensure that solutions address both user needs and business goals. Design processes
are often iterative and flexible but generally follow a set of core stages or phases[1][2].
- **Double Diamond Model**: Developed by the UK’s Design Council, this model breaks the
design process into four phases: Discover, Define, Develop, and Deliver. It emphasizes diverging
to explore possibilities, then converging to refine solutions[1].
- **Design Thinking**: A human-centered method characterized by five key phases: Empathize
(understand users), Define (the problem), Ideate (generate ideas), Prototype (build test
examples), and Test (gather feedback and refine)[3][4].
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Puneet Tikkha (Design Thinking Notes)
- **User-Centered Design (UCD)**: Focuses on involving the users throughout the design process
to ensure the final product is usable and meets their needs[2][5].
- **Agile and Lean Startup**: These emphasize iterative cycles of ideation, prototyping, testing,
and refinement, often with rapid feedback and customer involvement[6][7].
- **Engineering and Structured Approaches**: Include models like Pahl and Beitz (Clarification,
Concept, Embodiment, Detail design) or stepwise refinement (top-down, bottom-up)[1][8].
While the exact steps may vary, most design processes include these core phases:
1. **Identify the Problem/Opportunity**: Define what needs solving and understand the
context[1][9][10].
2. **Research & Gather Data**: Investigate user needs, current solutions, market trends, and
technical constraints[9][10][11][12].
3. **Define Requirements/Specifications**: Set clear criteria that the solution needs to meet, such
as functionality, size, cost, or aesthetics[9][12].
4. **Ideation**: Generate a wide range of potential solutions using brainstorming and other
creative methods[10][12][13].
5. **Develop & Prototype**: Build models or simulations of the best ideas for experimentation and
visualizing the outcome[1][10][11][3].
6. **Evaluate & Test**: Assess which solutions meet the specifications and gather feedback
through testing with users[1][12][3].
7. **Refine & Implement**: Make improvements based on feedback and move towards final
production or deployment[10][11].
8. **Launch/Deliver**: Release the finished product, solution, or system, sometimes with ongoing
monitoring and iteration[11].
In practice, most organizations customize their design process to fit the project, incorporating
methods and stages that best suit their industry, team, and goals
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What is thinking
Thinking, also known as 'cognition', refers to the ability to process information, hold attention,
store and retrieve memories and select appropriate responses and actions. The ability to
understand other people, and express oneself to others can also be categorised under thinking.
They help learners use cognitive processes strategically to gather, analyse, evaluate and use
information to reason, make decisions and generate new ideas.
Thinking skills are essential for effective learning, as they enable learners to understand, process
and apply knowledge in various contexts. Also commonly referred to as ‘soft skills’, they are
increasingly necessary for success in the workplace and everyday life.
Thinking skills are often represented in discipline-oriented terms such as computational thinking,
which refers to thought processes involving formulating problems so that solutions can be
represented as computational steps and algorithms.
## Core Differences
### Methodology
- **Design thinking** is iterative and fluid, starting with observing and empathizing with users, and
continuously testing and refining prototypes based on user feedback[3][4].
- **Traditional approaches** are linear, moving step-wise from problem identification to analysis,
solution development, and implementation, with limited feedback loops[5][1].
### Focus
- **Design thinking** prioritizes the needs, experiences, and emotions of users, aiming for
innovative, human-centric solutions[1][6][7].
- **Traditional approaches** prioritize efficiency, feasibility, and business requirements, often
focusing on solving specifically defined technical or business problems[1][5].
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- **Design thinking** encourages creativity, out-of-the-box thinking, and tolerance for failure as a
learning tool through early prototyping and user feedback[2][3].
- **Traditional approaches** are risk-averse, prefer proven solutions, and usually seek to "get it
right the first time"[5][2].
### Collaboration
- **Design thinking** involves diverse, cross-disciplinary teams and close collaboration with users
and stakeholders throughout the process[3][1].
- **Traditional approaches** often involve hierarchical decision-making and specialist roles, with
less emphasis on cross-functional teamwork[1][3].
## Comparative Table
- **Design thinking** is best for tackling complex, ill-defined, or human-centric challenges, such as
new product/service development or social innovation[3][5].
- **Traditional methods** are more effective for well-defined, technical, or efficiency-driven
problems where outcomes and constraints are clear[1][5].
In sum, the **modern design thinking approach** is flexible, creative, and human-centered, while
the **traditional approach** is systematic, efficiency-minded, and best for structured problems
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Puneet Tikkha (Design Thinking Notes)
● The term "design" can refer to the aesthetic form or shape given to an object, as well as the
systematic method or process used to arrive at that final visual and functional result. One is the
end product's look, the other is the journey to create it.
● Good design improves things by making them work well, look attractive, and serve their
intended purpose more effectively. It optimizes the balance between an object's form, function,
and the needs of its users, leading to a better overall experience.
● The four phases of the Double Diamond Model are Discover, Define, Develop, and Deliver.
This model emphasizes an alternating process of diverging to explore and converging to
refine.
● The primary focus of User-Centered Design (UCD) is involving users throughout the design
process to ensure the final product is usable and meets their specific needs. This is important
because it leads to more relevant and effective solutions that users will actually adopt and
value.
● The main purpose of the "Ideation" phase is to generate a wide range of potential solutions for
the defined problem. It encourages creative thinking and brainstorming to explore diverse
possibilities before narrowing down to specific concepts.
● Thinking, also known as 'cognition', refers to the ability to process information, hold attention,
store and retrieve memories, and select appropriate responses and actions. It also
encompasses the ability to understand others and express oneself.
● Three key components of thinking skills are critical thinking, creative thinking, and
problem-solving. Other components include decision-making and metacognition.
● Design Thinking embraces failure as a learning tool, encouraging early prototyping and user
feedback to iterate and improve. In contrast, traditional approaches are risk-averse, preferring
proven solutions and aiming to "get it right the first time" to avoid mistakes.
● Design Thinking incorporates continuous and early feedback loops, with constant testing and
refining based on user input from the initial stages. Traditional approaches typically have
minimal and much later feedback loops, often only receiving input towards the end of the linear
process.
● Agile and Lean Startup methodologies are most appropriate for design contexts that require
iterative cycles of ideation, prototyping, testing, and refinement, especially when rapid
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feedback and continuous customer involvement are crucial. They suit projects where speed
and adaptability are prioritized.
Essay Questions
● Compare and contrast the Design Thinking methodology with a traditional, structured
engineering approach (like Pahl and Beitz) in terms of their core philosophy, process steps,
and ideal application scenarios.
● Discuss the statement: "Design is fundamentally about solving problems for users." Provide
examples of how various design disciplines (e.g., product, service, web) embody this principle
and the types of problems they aim to solve.
● Explain the concept of "iterative design" and its significance across different design
methodologies. How do methodologies like Design Thinking and Agile leverage iteration, and
what are the benefits compared to a purely sequential process?
● Analyze the relationship between "thinking skills" and effective design practice. How do critical
thinking, creative thinking, and metacognition contribute to a designer's ability to analyze
needs, generate innovative solutions, and refine outcomes?
● Given the rise of AI, evaluate why "thinking skills" are increasingly necessary for success in the
workplace and everyday life. How might computational thinking, as a discipline-oriented
thinking skill, prepare students to thrive in an AI world?
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● During the 1980s, scholars like Nigel Cross and Donald Schön further generalized design thinking,
highlighting its distinctive problem-solving and reflective practices used in architecture, business,
and other fields.
Design thinking’s evolution reflects a shift from purely technical problem-solving to empathetic,
interdisciplinary innovation with an emphasis on real-world, user-focused solutions
Wicked problem
A wicked problem in design thinking is a complex challenge that is difficult or impossible to solve
because its requirements are incomplete, contradictory, and constantly changing. This concept
was introduced by Horst Rittel and Melvin Webber in 1973 to describe planning and social policy
problems that resist straightforward solutions, contrasting them with “tame” problems that are
well-defined and solvable
In 1973, design theorists Horst Rittel and Melvin Webber introduced the term "wicked problem" in
order to draw attention to the complexities and challenges of addressing planning and social
policy problems. Unlike the “tame” problems of mathematics and chess, the wicked problems of
planning lack clarity in both their aims and solutions. In addition to these challenges of articulation
and internal logic, they are subject to real-world constraints that prevent multiple and risk-free
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attempts at solving. As described by Rittel and Webber, wicked problems have 10 important
characteristics:
Rittel and Webber coined "wicked" to express that these problems are resistant to resolution, where
proposed solutions often create new issues or are worse than the original problem. They stressed the
inadequacy of linear, positivist methods for dealing with wicked problems and argued that acknowledging
their complexity is essential for effective planning and policymaking.
This definition fundamentally reframed how complex societal problems are approached, emphasizing
iterative, collaborative, and adaptive strategies rather than searching for definitive, final answers.
Climate change, like problems in education policy and public health, is a wicked problem. It avoids
straightforward articulation and is impossible to solve in a way that is simple or final. Our
changing conversations around climate science and conservation, the unique regional factors that
determine the local consequences of climate change, and our ability to present endless possible
solutions (as well as the irreversibility of these solutions) require we approach climate change with
holistic and collaborative reasoning in search of long-term, future focused solutions.
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● There are no enumerated approaches or unlimited potential solutions; every attempt is irreversible
and carries significant consequences for [Link]-design+1
Design thinking reframes wicked problems for practitioners by providing a flexible, iterative, and
human-centered approach that embraces complexity rather than trying to simplify it.
● Focus on Deep Understanding and Empathy: Design thinking begins with an intensive
empathize phase, where practitioners gather evidence and insights directly from stakeholders,
users, and the system the wicked problem inhabits. This helps clarify the nature and context of the
problem despite its complexity and [Link]+2
● Non-linear, Iterative Process: Unlike linear problem-solving models, design thinking uses iterative
cycles (empathize → define → ideate → prototype → test) to continuously refine understanding and
solutions. This iterative nature matches the evolving and interconnected characteristics of wicked
problems, allowing practitioners to adapt and respond [Link]+2
● Multiple Solutions and Prototyping: Design thinking encourages broad ideation and multiple
solution exploration rather than seeking a singular “right” answer. Rapid prototyping and testing
allow for early learning with low-cost failures, accelerating progress even in complex
[Link]+1
● Framing and Reframing Problems: Practitioners use design thinking to continuously reframe the
wicked problem as new insights emerge, recognizing that problem definitions and solutions are
fluid. This flexibility enables more creative and holistic approaches to systemic and multifaceted
[Link]-design+1
● Collaboration and Systems Thinking: The approach integrates insights from diverse disciplines
and promotes collaboration across stakeholder groups, helping to tackle the interconnectedness
typical of wicked problems [Link]+1
● Practical Application Example: For instance, in environmental advocacy, networks like RE-AMP
use design thinking to map complex issues, break them into manageable sub-goals, and coordinate
multiple teams simultaneously addressing interrelated parts of a wicked problem with ongoing
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[Link]
In summary, design thinking transforms wicked problems from intractable challenges into opportunities for
ongoing exploration and innovative solutions, by matching the problem’s complexity with a flexible,
collaborative, and iterative problem-solving method.
Innovation
Innovation is the process of creating, developing, and implementing new ideas, methods,
products, services, or solutions that bring significant positive impact, improvement, and value. It
involves challenging the status quo, thinking creatively, taking risks, and transforming novel
concepts into practical outcomes that improve efficiency, effectiveness, or address unmet needs
across various fields such as business, technology, social sectors, and public
[Link]+1
● Digital and Technology Innovation: Leveraging new digital technologies and scientific
[Link]+1
Innovation drives economic growth, social progress, competitive advantage, and improved quality
of life by introducing novel and useful solutions. It requires a culture that encourages creativity,
experimentation, and risk-taking, supported by the right resources and strategic
[Link]+1
Innovation in design thinking is essentially about applying novel ideas, creativity, and
user-centered approaches to tackle complex challenges, especially wicked problems that
lack clear solutions and involve many interconnected [Link]+2
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In essence, innovation goes beyond mere creativity to include usefulness and practical
implementation, ultimately fostering progress and transformation in multiple sectors.
● It embraces ambiguity and complexity, using empathy to deeply understand users' unmet needs
and motivations, spurring original ideas that are both practical and [Link]-design
● Through continuous iteration and collaboration, design thinking converts wicked problems into
opportunities for breakthrough solutions and systemic change, rather than unsolvable
[Link]-design
In short, innovation underpins design thinking's power to transform complex, open-ended challenges into
viable, impactful solutions by combining creativity, empathy, iteration, and collaboration.
Creativity
Creativity in business is the ability to generate novel and valuable ideas that drive innovation, solve
problems, and create new opportunities. It involves thinking outside traditional frameworks to develop
unique solutions that can lead to competitive advantages and business growth. Creativity enables
businesses to tackle challenges in unconventional ways, adapt to market changes, enhance employee
engagement, and improve customer experiences by offering unique and memorable [Link]
Creativity is fundamentally about idea generation and divergent thinking—brainstorming and imagining new
possibilities without immediate concern for implementation. It is often an individual cognitive exercise and
the source of inspiration that leads to original concepts. However, creativity alone does not guarantee
practical application or value [Link]+1
In contrast, innovation involves taking those creative ideas and turning them into actionable, tangible
products, services, or processes that create value. Innovation requires execution, collaboration, refinement,
and implementation, which leads to measurable outcomes and impact in the real world. Without creativity,
there would be no fresh ideas, but without innovation, those ideas would not materialize into solutions that
affect businesses or [Link]+1
Thus, creativity is the essential starting point—the generation of new ideas and possibilities—while
innovation is the process of making those ideas practical and beneficial. Together, they drive business
success through continuous renewal, adaptation, and competitive advantage.
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Puneet Tikkha (Design Thinking Notes)
Creativity plays a central role in the Design Thinking process, fueling innovation and enabling the
development of user-centered solutions. Design Thinking is a human-focused, iterative approach to
problem-solving that typically involves five stages: Empathize, Define, Ideate, Prototype, and Test.
Creativity is woven into each of these stages, helping teams to generate bold ideas, reframe challenges,
and find novel solutions that meet real user needs.
● Empathize: Creativity helps designers go beyond assumptions and connect deeply with users using
diverse research methods like empathy maps, photo diaries, and workshops, yielding richer
insights.
● Define: Creativity enables teams to synthesize insights into clear problem statements by noticing
patterns through techniques like storytelling and affinity diagrams.
● Ideate: This stage explicitly relies on creativity through brainstorming and mind mapping,
encouraging divergent thinking and a safe space for wild ideas, which leads to diverse and
innovative solutions.
● Prototype: Creativity transforms abstract ideas into tangible tests, enabling rapid iteration and
refinement while keeping user needs in focus.
● Test: Creativity helps design engaging and authentic testing methods like role-playing and
storytelling, promoting iterative improvements from feedback.
Creativity in Design Thinking nurtures a culture of experimentation, collaboration, and agile problem-solving
which ultimately fosters innovative, differentiated, and effective solutions tailored to users.
Creativity is essential in addressing "wicked problems," which are complex, ambiguous, and interconnected
challenges with no clear or definitive solutions. Wicked problems often involve multiple stakeholders,
conflicting values, and dynamic factors making traditional problem-solving approaches ineffective.
Creativity helps by enabling new ways of thinking, lateral thinking, and the generation of innovative ideas
that rethink or reframe the problem itself. It fosters persistence, experimentation, and collaboration to
approach wicked problems iteratively because these problems usually cannot be solved once and for all but
require ongoing intervention and adaptation.
● Generating novel ideas and alternative approaches when existing solutions are insufficient or
unavailable.
● Persisting through failures and learning from experience to continuously improve solutions.
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Examples of wicked problems include climate change, poverty, education, and public health crises.
Creativity is crucial for innovating within these complex contexts to develop meaningful, adaptive, and
sustainable interventions rather than fixed [Link]+5
In summary, creativity enables the exploration of new paradigms and solutions for wicked problems through
flexible, collaborative, and persistent approaches, which are necessary due to their complexity and
ever-changing nature.
Creativity and innovation differ in their practical business steps primarily in focus, process, and outcome:
· Creativity is the generation of new, original ideas. It involves divergent thinking, brainstorming,
imagining possibilities, and exploring potential solutions without immediate concern for
feasibility or implementation. This stage is often unstructured, driven by individuals or small
groups, and focuses on ideation, inspiration, and imagining what could be.
· Innovation is the execution and implementation of creative ideas into practical, valuable, and
scalable solutions. It is a convergent process that selects the best ideas, develops them
through planning and testing, and brings them to market or operational use. Innovation requires
collaboration, resources, strategy, and refinement to turn concepts into products, services, or
processes that create measurable value and impact.
Focus Idea generation and possibility Practical application and value creation
exploration
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Goal Generate possibilities and challenge Deliver results that solve problems or seize
assumptions opportunities
In essence, creativity sparks possibilities and fresh thinking, making it the essential source of new ideas.
Innovation is the methodical journey of making those ideas real and valuable in business contexts, driving
growth and competitive advantage. Businesses need both: creativity to fuel ideas and innovation to turn
those ideas into actionable successes
Internal resistance to change: Creative ideas often disrupt the status quo, leading to pushback from
leadership or colleagues who prefer stability, thereby stifling innovation early on.
Fear of failure: A workplace culture that penalizes mistakes or failure discourages risk-taking and bold
experimentation, essential components of innovation.
Lack of psychological safety: When employees fear judgment or criticism, they hold back novel, potentially
breakthrough ideas.
Rigid hierarchies and bureaucracy: Overly structured organizations trap ideas in layers of approvals and
slow decision-making, preventing creative ideas from advancing.
Resource constraints and focus on efficiency: Tight budgets, time pressures, and prioritization of short-term
efficiency over experimentation limit opportunities for developing creative ideas into innovations.
Optimizing rather than innovating: A strong focus on refining existing processes can lead to incremental
improvements but block disruptive innovation.
Organizational culture and ways of working: Innovation must be embedded in daily activities and
organizational culture; otherwise, creativity remains isolated or superficial. Large organizations often
struggle due to entrenched hierarchies, risk-averse management, and lack of empowerment at all levels.
Lack of robust systems for idea management: Without processes to capture, evaluate, and develop ideas,
creativity gets lost or remains as informal "watercooler" talk.
In essence, converting creativity into innovation requires a supportive culture that celebrates
experimentation, tolerates failure as learning, fosters psychological safety, empowers decision-making at
multiple levels, allocates resources strategically for innovation, and establishes mechanisms to manage the
innovation process effectively. Without these, many creative ideas fail to materialize into actionable
innovations with business impact
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Strategic Advantage
Innovation gives organizations a sustainable competitive edge, helping them stand out in
crowded markets through new products, processes, or business models. It allows companies to
capture emerging opportunities and anticipate industry trends, ensuring long-term relevance and
[Link]+4
Adaptability
Organizations that prioritize innovation can quickly respond to changing environments, evolving
customer needs, and technological advancements. This agility is crucial for survival in volatile
economies and highly competitive [Link]-int+2
Innovation is not just an option—it is a fundamental necessity for organizations seeking to thrive
in today's fast-changing world
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Customer-Centric Innovation
Creativity enables a deep understanding of customer needs, guiding the development of products and
services that closely align with client expectations. Creative thinking also leads to memorable and engaging
customer experiences, building strong and lasting [Link]+1
Creativity is an essential ingredient for organizations striving for innovation, adaptability, collaboration, and
sustainable success.
Creativity in teams
Creativity in a team is enhanced by positive, collaborative environments that foster open
communication, trust, and a diversity of perspectives, enabling team members to share
ideas freely and build on each other's contributions for innovative outcomes. The
physical, psychological, and motivational climate—including the design of workspace and
team culture—plays a crucial role in stimulating creative thinking and collaboration.
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● Successful teams create an environment where the meaning and value of ideas
emerge gradually, often becoming clear only as the group collectively refines them
over time.
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Thinking mindset
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Here's an Introduction to the Elements and Principles of Design with reference to Design
Thinking, combining visual design fundamentals with the creative, human-centered
approach of design thinking.
During prototyping and visual communication, the Elements and Principles of Design play
a vital role.
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Elements of Design
(What we use to create visuals or communicate ideas)
Principles of Design
(How we use the elements to communicate effectively)
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For example:
● In the Prototype stage, designers use color, shape, and space to create low- or
high-fidelity models.
● In the Test stage, the balance, emphasis, and contrast of a design may affect how
users interact with it.
● During Ideation, visual elements help in brainstorming (e.g., sketching with clear
lines, forms, and layouts).
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Testing Refine designs based on how users perceive elements like layout
and color.
2. Curiosity (Re)
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Question everything. Ask why, explore what if, and stay open to discovering the unknown.
3. Optimism (Mi)
Believe that change is possible. Designers must see opportunities where others see problems.
4. Collaboration (Fa)
Harmony over solo performance. Great design happens through diverse teams, perspectives, and
co-creation.
5. Experimentation (Sol)
Play, test, and improvise. Try ideas without fear of failure. Prototypes are like musical rehearsals.
6. Iteration (La)
Repeat, refine, and remix. Design is a process — not a one-time act. Keep evolving the solution.
7. Resilience (Ti)
Stay in tune even when it’s tough. Feedback, failure, and ambiguity are part of the creative process.
9. Clarity
Keep the melody clean. Communicate simply and clearly. Remove clutter from your designs and
ideas.
10. Purpose
Know the song you’re playing. Design with intent — always ask: Who are we designing for? What
change are we trying to make?
11. Mindfulness
Listen deeply. Be present in the problem space. Observe without judgment.
12. Flow
Let creativity lead. Get into a rhythm where insights and ideas flow naturally. Respect timing and
pacing.
13. Joy
Celebrate the creative process. Designing for people should be meaningful — and enjoyable.
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—-----------------------------------------------------------------------------------------------
1. Airbnb: Facing stagnation and poor user experience, Airbnb used design thinking to
empathize with users and high-quality professional photography to showcase listings
better. This improved user trust and bookings, transforming them into a billion-dollar
business.1
2. GE Healthcare: To improve pediatric MRI experiences, GE Healthcare designed the
"Adventure Series" that transforms MRI environments into fun themes like pirate
adventures, greatly reducing children's fear and increasing satisfaction by 90%.1
3. Netflix: Netflix used design thinking to shift from DVD rentals to streaming by deeply
understanding user convenience and content preferences. This continual user-focused
innovation helped them lead the industry.
4. Bank of America: Implemented the "Keep the Change" savings program after insights
showed people tended to round up their purchases, offering an easy path to saving money.
5. UberEats: Learned from ground-level observations of delivery pain points to optimize
driver apps with better directions and parking assistance, tailored to different cities.
6. Clean Team (Ghana): Applied design thinking to develop an affordable in-home toilet
system for urban poor in Ghana, improving sanitation and quality of life.
7. IBM: Invested heavily in internal design thinking processes, leading to a reported 301% ROI
by embedding user-centric innovation in their enterprise solutions
8. Apple iPhone
● Why it’s great: Combines sleek form, intuitive interface, and a seamless ecosystem.
● Design Thinking Element: Deep empathy for user needs + elegant prototyping.
● Why it’s great: Personalized experience design with clear user flows and trust-building
features.
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● Why it’s great: Prioritizes cyclist safety, efficiency, and sustainability with smart urban
planning.
● Why it’s great: Versatile user modes (console + portable) and intuitive controls.
● Why it’s great: Timeless design blending comfort, beauty, and craftsmanship.
● Why it’s great: Stress-free travel experience with greenery, art, and user-friendly navigation.
● Design Thinking Element: Service design + empathy for different types of travelers.
● Why it’s great: Minimalist, functional, and environmentally conscious everyday objects.
● Design Thinking Element: Simplicity in design with a deep understanding of user behavior.
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● Why it’s great: Solves complex social challenges using co-creation and rapid prototyping.
● Design Thinking Element: Full application of empathy, define, ideate, prototype, test.
● Why it’s great: Balanced use of typography, visual storytelling, and responsive design.
—-----------------------------------------------------------------------------------
An overview of Design Approaches across the World, showcasing how different cultures,
philosophies, and contexts influence how people approach design — whether in product
development, architecture, service design, or visual communication.
This comparison helps highlight the diversity in mindsets, methods, and values behind design
practices globally.
● Features:
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● Features:
● Examples: Braun products (Dieter Rams), BMW, Leica, German public signage systems.
● Features:
● Features:
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● Features:
● Features:
● Examples: Aravind Eye Care System, Tata Nano, Indian crafts integration in modern
design.
● Features:
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● Features:
● Features:
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Agile: An iterative and incremental approach to project management and software development that focuses
on rapid delivery of working components, flexibility, and customer collaboration.
Balance (Principle of Design): The visual distribution of elements in a design, ensuring usable and stable
layouts.
Bias toward action: A characteristic of a design mindset that involves rapidly moving from ideas to prototypes
and learning through doing, rather than extended theorising.
Cognition: The mental processes involved in gaining knowledge and comprehension, including thinking,
memory, attention, and problem-solving.
Collaboration: Working jointly with others on a project or task to produce or create something.
Computational Thinking: Thought processes involved in formulating problems so their solutions can be
represented as computational steps and algorithms, applicable to humans and computers.
Contrast (Principle of Design): The difference in color, size, or shape between elements in a design, used to
highlight key features and create visual interest.
Creative Confidence: The belief in one's own ability to generate and implement creative ideas and solutions,
even in the face of ambiguity or potential failure.
Creative Thinking: A thinking skill that involves generating novel and valuable ideas, exploring possibilities,
and thinking outside traditional frameworks.
Creativity: The ability to generate new, original ideas; an essential starting point for innovation.
Critical Thinking: A thinking skill that involves objectively analysing and evaluating information to form a
judgment.
Design: Both a discipline and a process focused on creating intentional solutions, encompassing aesthetic,
functional, economic, social, and cultural considerations.
Design Mindset: A way of thinking that emphasises empathy, experimentation, creative confidence, and a bias
towards action in problem-solving and solution creation.
Design Methodology: Structured approaches and frameworks that guide the design process, ensuring
consistency and addressing user and business goals.
Design Thinking: A human-centred, iterative problem-solving methodology characterised by five phases:
Empathise, Define, Ideate, Prototype, and Test.
Divergent Thinking: A thought process or method used to generate creative ideas by exploring many possible
solutions.
Double Diamond Model: A design methodology developed by the UK’s Design Council, breaking the process
into four phases: Discover, Define, Develop, and Deliver, with alternating divergence and convergence.
Elements of Design: The basic components or building blocks used to create visuals or communicate ideas
(e.g., line, shape, form, colour, texture, space, value).
Empathy: The ability to understand and share the feelings of another; a core principle of Design Thinking that
involves deeply understanding user needs and emotions.
Emphasis (Principle of Design): Drawing attention to focal points in a design to guide the user's eye towards
important information or tasks.
Experimentation: The process of testing ideas and prototypes to learn and refine solutions, embracing the
possibility of failure as a learning opportunity.
Ideation: The phase in the design process focused on generating a wide range of potential solutions through
brainstorming and other creative methods.
Innovation: The process of creating, developing, and implementing new ideas, methods, products, services, or
solutions that bring significant positive impact and value.
Iterative Design: A design process that involves repeated cycles of ideation, prototyping, testing, and
refinement, allowing solutions to evolve and improve based on feedback.
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Puneet Tikkha (Design Thinking Notes)
Jugaad Innovation: A term from India referring to resourceful, low-cost, and flexible innovation, often for
constraints and cultural specificity.
Lean Startup: A methodology that prioritises rapid iterative cycles of ideation, prototyping, and testing, with a
strong focus on validated learning and customer feedback to build sustainable businesses.
Metacognition: A thinking skill that involves understanding and awareness of one's own thought processes;
"thinking about thinking."
Movement (Principle of Design): Directing the viewer's eye through a design, often used in user journey
mapping or interface flows.
Optimism (Design Mindset): The belief that problems can be solved and that unusual approaches can yield
innovative solutions.
Pahl and Beitz Model: A structured engineering approach to design, including phases like Clarification,
Concept, Embodiment, and Detail design.
Pattern (Principle of Design): The repetition of elements in a design to create consistency, familiarity, and
predictability.
Principles of Design: The rules or guidelines for how to effectively use the elements of design to communicate
ideas (e.g., balance, contrast, emphasis, unity).
Problem-Solving: A thinking skill that involves identifying, analysing, and finding solutions to problems.
Proportion (Principle of Design): The size relationships among parts of a design, maintaining usability and
aesthetics.
Prototyping: Building models or simulations of ideas for experimentation and visualising outcomes, crucial for
testing and refinement.
Psychological Safety: A belief that one will not be punished or humiliated for speaking up with ideas,
questions, concerns, or mistakes, crucial for fostering creativity in teams.
Refine & Implement: The phase in the design process where improvements are made based on feedback,
leading to final production or deployment.
Resilience (Design Mindset): The ability to stay focused and continue the creative process despite challenges,
feedback, failure, and ambiguity.
Rhythm (Principle of Design): Repetition with variation in a design, creating visual interest and flow.
Sequential Process: A design process where steps are followed in a strict, linear order from start to finish.
Thinking Skills: Higher-order cognitive processes including critical thinking, creative thinking, problem-solving,
decision-making, and metacognition.
Traditional Approach (Design): A typically linear, business-focused design methodology that relies on
tried-and-tested methods and often prioritises efficiency and feasibility.
User-Centered Design (UCD): A design methodology that focuses on involving users throughout the design
process to ensure the final product is usable and meets their needs.
Value (Element of Design): The lightness or darkness of a colour, used to create contrast and focus in a
design.
Value Engineering: A method used in the refinement phase of design to systematically improve the value of a
product or service.
Visualization: The act of making abstract ideas visible through sketches, maps, and prototypes to facilitate
sharing and testing.
Wicked Problem: A complex challenge that is difficult or impossible to solve definitively due to incomplete,
contradictory, and constantly changing requirements, lacking clear solutions or stopping rules.
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