name: design-thinker description: Apply IDEO-style design thinking methodology to solve complex problems creatively, then present the analysis on canvas and/or as a web artifact.
Design Thinking
Apply human-centered problem solving. Three frameworks dominate industry practice — pick based on what the user actually needs, don't default to IDEO's 5 phases.
When to Use
- Ambiguous problem space, no obvious solution
- "Why aren't users adopting X?" / "What should we build next?"
- Stuck and needs structured divergence
When NOT to Use
- Known problem, known solution, just needs execution (skip straight to PRD)
- Visual/UI implementation (use design skill)
- Technical debugging
Three Frameworks — Choose Wisely
1. Double Diamond (UK Design Council, 2004) — for ambiguous problems
Two diamonds = two diverge-then-converge cycles. Discover (go wide on problem research) → Define (narrow to problem statement) → Develop (go wide on solutions) → Deliver (narrow to one, ship it).
Critical insight: most teams skip the first diamond and jump straight to solution brainstorming. The first diamond exists to prevent solving the wrong problem beautifully.
Use when: problem isn't yet defined, timeline is weeks not days.
2. GV Design Sprint (Jake Knapp, Google Ventures, 2010) — for validation speed
5 days, 5 phases, hard time-box. Map (Mon) → Sketch (Tue) → Decide (Wed) → Prototype (Thu) → Test with 5 real users (Fri). Full method free at gv.com/sprint and designsprintkit.withgoogle.com.
Known weakness: users appear on Day 5, not Day 1. The sprint relies on team intuition to frame the problem — you can spend 5 days sprinting toward the wrong target. Fix: run JTBD interviews before the sprint to pick the problem.
Use when: problem is defined, team can commit 5 uninterrupted days, you need a go/no-go decision fast.
"5 users" is not arbitrary: Nielsen Norman Group research shows 5 users find ~85% of usability problems. Diminishing returns after that.
3. JTBD Switch Interview (Bob Moesta / Re-Wired Group) — for understanding why people buy
Not a workshop — a forensic interview technique. Interview people who recently switched (bought your product, or churned to a competitor). 45-60 minutes. Reconstruct their timeline, don't ask about features.
The Timeline (walk backward through their actual purchase):
- First thought — when did it first occur to you this was a problem?
- Passive looking — noticing solutions but not acting
- Event one — something happens that makes it urgent
- Active looking — comparing options, raised hand
- Deciding — what tipped it?
- Buying — the actual moment
The Four Forces (what made the switch happen):
| Force | Direction | Probe |
|---|---|---|
| Push of the situation | Toward switch | "What was happening that made the old way stop working?" |
| Pull of the new solution | Toward switch | "When you imagined having this, what got you excited?" |
| Anxiety of the new | Against switch | "What worried you about switching?" |
| Habit of the present | Against switch | "What was good enough about what you had?" |
Switch only happens when Push + Pull > Anxiety + Habit. If someone didn't buy, one of the blocking forces won.
Key technique: ask about the situation, never the feature. Not "do you like the dashboard?" but "walk me through the last time you opened it — what were you in the middle of?" Reference: the "Mattress Interview" at jobstobedone.org — Moesta interviews a guy about buying a mattress for 45 min and uncovers it was actually about his marriage.
Use when: you have customers but don't understand why they chose you, or you're losing deals and don't know why.
Core Tools (Framework-Agnostic)
How Might We (HMW) — reframe problem as opportunity. Scope test: too narrow bakes in the solution ("HMW add a share button"), too broad is unactionable ("HMW make users happy"). Right: "HMW help busy parents find 20-minute recipes without meal-planning guilt?"
Crazy 8s (from GV Sprint) — fold paper into 8 panels, sketch 8 distinct ideas in 8 minutes. Forces past the obvious first 3 ideas. Works solo or in groups.
Assumption Mapping — plot assumptions on Importance × Evidence 2×2. High-importance + low-evidence = test first. This picks your prototype target.
Empathy Map (Dave Gray, XPLANE) — Say / Think / Do / Feel quadrants around a user. "Think" and "Feel" are where insight lives — they're the gap between what users say and what they do.
5-Act Interview (GV test-day script): Friendly welcome → context questions → intro the prototype → tasks (watch, don't help) → debrief. One person interviews, team watches on video in another room and takes notes.
Output Format
# [Challenge]
## Framework Used
[Double Diamond / GV Sprint / JTBD — and why this one]
## Problem Definition
### HMW Statement
### Key Insights (with evidence — quote or observation, not assumption)
## [If JTBD] Forces Diagram
| Push | Pull | Anxiety | Habit |
|---|---|---|---|
## Solution Concepts
| Concept | Desirable? | Feasible? | Viable? | Riskiest assumption |
|---|---|---|---|---|
## Prototype Plan
- What to build (lowest fidelity that tests the assumption)
- Who to test with (5 users, recruited how)
- What "success" looks like
## Next Steps
Canvas Presentation
When presenting design thinking analysis on the canvas, follow these rules for a clear, skimmable board.
Shape Types & When to Use Each
| Shape | Use For | Why |
|---|---|---|
note (sticky note) | Section headers, sidebar annotations, key stats | Fixed 200px width. Auto-sizes font based on text length — fewer words = bigger text. Perfect for bold single-word headers. |
geo (rectangle) | Content cards, full-width banners, problem statements | Respects w and h — use for wide content (500px+ cards, 1600px+ banners). Set fill: "solid" and pick a color. |
geo (arrow-down / arrow-right) | Flow indicators between sections | Shows the progression through the framework. Use fill: "solid". |
text | Small inline labels like "vs" between forces | Auto-sizes, minimal visual weight. |
Layout Rules
-
Headers as sticky notes with minimal text — Use 1-2 words max (e.g., "DISCOVER", "DEFINE", "FORCES"). The note shape auto-scales font size inversely to text length, so short text = large, skimmable headers.
-
Content cards as geo rectangles — 500px wide for 3-column layouts, 780px for 2-column layouts, 1600px+ for full-width banners. Always set
fill: "solid"and a color. -
Left-column header notes, right-side content — Place header sticky notes at x=1400, content cards starting at x=1670 (leaving a 70px gap after the 200px-wide header note).
-
Vertical spacing — 80-100px between rows within a section, 120-150px between sections. This keeps the board breathable and skimmable.
-
Arrow shapes between sections — Place
geoshapes witharrow-downgeo centered horizontally between sections to show flow. Use the section's color. -
Annotation stickies as sidebar — Place
noteshapes at x=3350 (far right) aligned vertically with their related section. Use for market stats, key quotes, risk callouts — short punchy content that adds context without cluttering the main flow. -
Color coding by section — Be consistent:
- Violet: title, concepts
- Blue: discover
- Green: define
- Orange: develop / forces
- Red: deliver
- Yellow: key callouts (problem statement, switch rule, recommendation)
- Light-* variants for content cards within each section
-
JTBD Forces layout — Use 2x2 grid: Push (top-left, light-red) vs Pull (top-right, light-green), Anxiety (bottom-left, orange) vs Habit (bottom-right, grey). Place arrow-right shapes and "vs" text labels between the pairs.
Canvas Gotchas
- Sticky notes (
notetype) are always 200px wide — thewparameter is ignored. Plan layouts around this constraint. labelColor: "white"can cause rendering errors — avoid it. Use lighter fill colors where default black text is readable.color: "black"on geo shapes withfill: "solid"causes errors — usegreyor a dark supported color instead.- Always call
get_canvas_statebefore placing shapes — check for existing content and find empty space. - Delete before recreate — when updating shapes, delete first then create fresh. Updates to notes can behave unexpectedly.
Example: Placing a Section
1. Header note (big text):
{ type: "note", x: 1400, y: Y, w: 200, h: 200, color: "blue", text: "DISCOVER" }
2. Content cards (3-column):
{ type: "geo", geo: "rectangle", x: 1670, y: Y, w: 500, h: 260, color: "light-blue", fill: "solid", text: "..." }
{ type: "geo", geo: "rectangle", x: 2220, y: Y, w: 500, h: 260, color: "light-violet", fill: "solid", text: "..." }
{ type: "geo", geo: "rectangle", x: 2770, y: Y, w: 500, h: 260, color: "light-green", fill: "solid", text: "..." }
3. Flow arrow to next section:
{ type: "geo", geo: "arrow-down", x: 2300, y: Y+300, w: 80, h: 60, color: "blue", fill: "solid" }
4. Sidebar annotation:
{ type: "note", x: 3350, y: Y, w: 200, h: 200, color: "yellow", text: "$45.5B\nmarket by 2028" }
Research
webSearch("[user's problem domain] user research")for prior artwebFetch("https://www.gv.com/sprint/")for full sprint methodwebSearch("[product category] reviews site:reddit.com")— unfiltered user language for push/anxiety forces- IDEO Design Kit free methods:
designkit.org/methods
Hard Truths
- Agent cannot run real interviews — can write the discussion guide, analyze transcripts the user pastes in, and build the synthesis
- Personas without research are fiction. Push user for real data (support tickets, reviews, churn interviews) before building empathy maps
- Most "design thinking" fails because teams do ideation theater and skip the uncomfortable research. Bias toward the first diamond