Design Thinking Phases
Design thinking is a non-linear, iterative process for creative problem-solving that puts humans at the center. Mayaâs workflow guides you through all five phases.
The Five Phases Overview
Section titled âThe Five Phases OverviewâDesign 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 --> AThe process is iterativeâtesting often reveals new empathy needs, restarting the cycle.
Phase 1: Empathize
Section titled âPhase 1: EmpathizeâGoal: Understand the people youâre designing for.
The empathy phase builds deep understanding of user needs, behaviors, attitudes, and contexts. Without this foundation, solutions solve the wrong problems.
| Activity | Purpose |
|---|---|
| User interviews | Hear directly from users in their own words |
| Observation | Watch what people actually do, not what they say |
| Empathy mapping | Organize observations into what users think, feel, see, do |
| Journey mapping | Map the complete user experience over time |
Phase 2: Define
Section titled âPhase 2: DefineâGoal: 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.
| Output | Description |
|---|---|
| Point of View (POV) | User-centered problem statement |
| How Might We (HMW) questions | Reframe problems as opportunities |
| Problem statements | Clear articulation of what needs solving |
Example POV: âBusy parents need a way to feel connected to their childrenâs education because current communication is scattered and time-consuming.â
Phase 3: Ideate
Section titled âPhase 3: IdeateâGoal: 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.
| Approach | How It Works |
|---|---|
| Brainstorming | Generate many ideas rapidly |
| Sketching | Visual thinking explores beyond words |
| Storyboards | Narrative exploration of user experience |
| Worst ideas | Flip to reverse constraints |
Maya emphasizes: diverge before converging. Generate 50+ ideas before evaluating any.
Phase 4: Prototype
Section titled âPhase 4: PrototypeâGoal: Make ideas tangible and testable.
Prototypes are rough representations that communicate the essence of an idea. Theyâre not about polishâtheyâre about learning.
| Fidelity | When to Use |
|---|---|
| Paper sketches | Early exploration, quick iterations |
| Wireframes | Structure and layout, low-detail |
| Click-throughs | Interaction flow without visuals |
| Wizard of Oz | Manual simulation of digital features |
Phase 5: Test
Section titled âPhase 5: TestâGoal: Validate solutions with real users.
Testing reveals whether prototypes solve the real problem. Negative results are valuable learningâthey save building the wrong thing.
| Activity | Purpose |
|---|---|
| Usability testing | Observe users interacting with prototype |
| Feedback capture | Hear what works and what doesnât |
| Assumption validation | Confirm or refute design hypotheses |
| Iteration planning | Identify what to change next |
Non-Linear Progress
Section titled âNon-Linear ProgressâDesign thinking looks linear but rarely proceeds in a straight line:
| Common Pattern | What Happens |
|---|---|
| Test reveals empathy gaps | Back to Phase 1 for deeper understanding |
| Ideate produces weak concepts | Back to Phase 2 for better framing |
| Prototype uncovers new insights | Back to Phase 1 or 2 with fresh perspective |
Maya guides this non-linear journey, recognizing that each phase informs all others.
Design Thinking vs. Other Approaches
Section titled âDesign Thinking vs. Other Approachesâ| Aspect | Design Thinking | Traditional Product Development |
|---|---|---|
| Starting point | User needs and context | Business requirements or technology |
| Process | Iterative, non-linear | Linear, gated |
| Risk | Fail fast, learn early | Fail late, expensive |
| Output | User-validated solutions | Feature-complete products |
When Design Thinking Works Best
Section titled âWhen Design Thinking Works Bestâ| Situation | Why Design Thinking Helps |
|---|---|
| New product development | Ensures product-market fit |
| Complex user experiences | Maps complete journeys, not touchpoints |
| Cross-functional alignment | Shared empathy builds team consensus |
| Innovation opportunities | Uncovers unmet needs not obvious from data |
Next Steps
Section titled âNext Stepsâ- Apply design thinking â Run a design thinking session with Maya
- Learn brainstorming techniques â Support ideation with structured methods