Glossary

Design Thinking

Glossary

Design Thinking

Design Thinking

Design thinking is an approach to solving problems through understanding people, exploring alternatives, making ideas tangible, and testing what those ideas enable.

A team asked to improve an appointment-booking screen might begin by rearranging its calendar. A team using design thinking would also investigate why booking has become difficult. The obstacle could be elsewhere: people may not know which appointment they need, whether they are eligible, or how to arrange transport once they have chosen a time.

Design thinking creates space for that wider question before the proposed solution becomes expensive to change. It combines research, problem framing, idea generation, prototyping, and testing, with movement between those activities as understanding develops.

Understanding the problem changes what gets designed

The Design Council’s Double Diamond describes a movement from exploring a challenge to defining it, then developing and delivering possible responses. It is a useful way to distinguish learning about the problem from choosing how to address it; neither part happens automatically because a workshop has been held.

Research gives the initial exploration substance. User interviews can reveal the circumstances around a booking, while observation can show where staff intervene or people leave the process. Findings should remain connected to that evidence when the team turns them into a problem statement. “People need a simpler calendar” already assumes the answer. “People cannot identify an appropriate appointment before choosing a time” leaves more possibilities open.

That distinction matters in the illustrative booking example. A better calendar could make the wrong appointment easier to reserve. Clearer service descriptions, a short eligibility check, or access to a person might address the difficulty more directly.

Making alternatives concrete

Once the problem is reasonably understood, the team develops several responses and gives them enough form to examine. A sketch may expose differences between journeys; a clickable prototype may be needed to see whether someone can select and book the right service. The appropriate prototype fidelity follows the question being asked.

Testing should leave room for an idea to fail. Participants need a realistic situation and the opportunity to act, rather than a presentation explaining why the concept is useful. Ballpark’s prototype testing can support that evaluation when the proposed response is an interface.

What a workshop cannot supply

A lively session can generate possibilities and help colleagues understand one another. It cannot stand in for contact with the people affected, nor resolve an operational constraint that nobody with responsibility for delivery has considered.

Treat the workshop’s outputs as proposals whose evidence varies. Record which observations support the chosen direction, what remains assumed, and what the next study must establish. Design thinking becomes useful through those subsequent decisions, including the uncomfortable decision to revisit a problem the team thought it had already settled.

Further reading

Articles

  1. Framework for innovation: the Double Diamond — Design Council
    Explains the movement between exploring a problem and developing a response. A useful reference when a workshop reduces design thinking to a fixed set of exercises.