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Design Thinking Phases

Design thinking is a non-linear, iterative process for creative problem-solving that puts humans at the center. Maya’s workflow guides you through all five phases.

Design thinking progresses through empathy, definition, ideation, prototyping, and testing:

graph LR
A[Empathize] --> B[Define]
B --> C[Ideate]
C --> D[Prototype]
D --> E[Test]
E --> A

The process is iterative—testing often reveals new empathy needs, restarting the cycle.

Goal: Understand the people you’re designing for.

The empathy phase builds deep understanding of user needs, behaviors, attitudes, and contexts. Without this foundation, solutions solve the wrong problems.

ActivityPurpose
User interviewsHear directly from users in their own words
ObservationWatch what people actually do, not what they say
Empathy mappingOrganize observations into what users think, feel, see, do
Journey mappingMap the complete user experience over time

Goal: Frame a user-centered problem statement.

The define phase synthesizes empathy research into a clear, actionable problem statement. A good definition guides ideation without constraining it.

OutputDescription
Point of View (POV)User-centered problem statement
How Might We (HMW) questionsReframe problems as opportunities
Problem statementsClear articulation of what needs solving

Example POV: “Busy parents need a way to feel connected to their children’s education because current communication is scattered and time-consuming.”

Goal: Generate a wide range of solutions.

The ideate phase creates quantity and diversity of options. Divergent thinking here prevents converging on the first obvious solution.

ApproachHow It Works
BrainstormingGenerate many ideas rapidly
SketchingVisual thinking explores beyond words
StoryboardsNarrative exploration of user experience
Worst ideasFlip to reverse constraints

Maya emphasizes: diverge before converging. Generate 50+ ideas before evaluating any.

Goal: Make ideas tangible and testable.

Prototypes are rough representations that communicate the essence of an idea. They’re not about polish—they’re about learning.

FidelityWhen to Use
Paper sketchesEarly exploration, quick iterations
WireframesStructure and layout, low-detail
Click-throughsInteraction flow without visuals
Wizard of OzManual simulation of digital features

Goal: Validate solutions with real users.

Testing reveals whether prototypes solve the real problem. Negative results are valuable learning—they save building the wrong thing.

ActivityPurpose
Usability testingObserve users interacting with prototype
Feedback captureHear what works and what doesn’t
Assumption validationConfirm or refute design hypotheses
Iteration planningIdentify what to change next

Design thinking looks linear but rarely proceeds in a straight line:

Common PatternWhat Happens
Test reveals empathy gapsBack to Phase 1 for deeper understanding
Ideate produces weak conceptsBack to Phase 2 for better framing
Prototype uncovers new insightsBack to Phase 1 or 2 with fresh perspective

Maya guides this non-linear journey, recognizing that each phase informs all others.

AspectDesign ThinkingTraditional Product Development
Starting pointUser needs and contextBusiness requirements or technology
ProcessIterative, non-linearLinear, gated
RiskFail fast, learn earlyFail late, expensive
OutputUser-validated solutionsFeature-complete products
SituationWhy Design Thinking Helps
New product developmentEnsures product-market fit
Complex user experiencesMaps complete journeys, not touchpoints
Cross-functional alignmentShared empathy builds team consensus
Innovation opportunitiesUncovers unmet needs not obvious from data