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Design thinking

Design (Fashion / Product / Communication / UI-UX) (B.Des) · Foundations · free study notes for exams, placements and interviews

In short

Design thinking is a structured, human-centred way of solving ill-defined ("wicked") problems: you understand real people first, frame the right problem, generate many options, build rough prototypes and test them with users before committing resources. It is not a style of drawing but a *process of reasoning* — abductive, iterative and evidence-driven — and it applies equally to a garment range, a water purifier, a poster campaign or a payments app. In B.Des Foundation it is examined as the Design Process paper (stages, tools, case studies, short projects) at NID, NIFT, MIT-ID, Srishti, Pearl and university B.Des programmes, and in placement rounds at Titan, Godrej, Tata Elxsi, Zoho, Swiggy, Zomato, Flipkart, Infosys Design, Wipro Digital, TCS Interactive and design studios. Interviewers almost never ask "define design thinking" alone — they ask you to walk your portfolio project through its stages and defend why each decision was taken.

Explained

What it is and where it came from

The five-stage model (Stanford d.school / IDEO) — most examined

  1. Empathise — understand the user in their own context. Methods: non-participant and participant observation, shadowing, contextual enquiry, semi-structured interviews (open questions, "tell me about the last time…", laddering with "why?" five times), diary studies, cultural probes, immersion (NID's classic village/craft immersion), extreme-user interviews, secondary research. Output: raw field notes, photographs, verbatim quotes, artefact inventories.
  2. Define — frame the problem. Synthesis tools: affinity mapping (cluster sticky notes into themes), empathy map (says / thinks / does / feels), persona (a composite, evidence-based user — not an invented friend), user journey map with touchpoints and pain points, stakeholder map, POEMS framework (People, Objects, Environments, Messages, Services). Output: a point-of-view (POV) statement — *[user] needs [need] because [surprising insight]* — plus How-Might-We (HMW) questions pitched at the right altitude (not so broad they give no traction, not so narrow they contain the answer).
  3. Ideate — generate many options before judging any. Brainstorming rules (Osborn's four — defer judgement, go for quantity, encourage wild ideas, build on others' ideas — extended by IDEO's seven, which add one conversation at a time, be visual, stay on topic). Tools: mind mapping, SCAMPER (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse), morphological chart, brainwriting / 6-3-5 (6 people × 3 ideas × 5 rounds = 90 ideas; the classic 6 rounds gives 108), worst possible idea, analogous and biomimetic inspiration, Crazy 8s (8 sketches in 8 minutes), bodystorming. Then converge by dot voting, a weighted Pugh matrix or now/wow/how grid.
  4. Prototype — make ideas tangible cheaply. Fidelity ladder: sketch → paper wireframe → storyboard → foam/clay/mock-up → Wizard of Oz (human fakes the system) → clickable prototype (Figma) → working MVP. Each prototype should answer one specific question ("will users find the filter?"), not demonstrate the whole product.
  5. Test — learn, not prove. Usability testing with 5–8 users per round (most severe issues surface by the fifth user), think-aloud protocol, task-success rate, time on task, error count, System Usability Scale (SUS) questionnaire, A/B testing at scale, Wizard-of-Oz trials, pilot deployment. Feed findings back to any earlier stage — the loop is non-linear.

Other process models you must be able to compare

ModelStagesStrengthWatch out
d.school 5-stageEmpathise, Define, Ideate, Prototype, TestEasy to teach and examineLooks linear if taught badly
Double DiamondDiscover, Define, Develop, DeliverShows diverge/converge clearlyLess explicit about empathy tools
IDEO 3 spacesInspiration, Ideation, ImplementationHonest about overlapVague for a student report
Design SprintMap, Sketch, Decide, Prototype, TestFast, decision-forcingThin user research
Lean StartupBuild, Measure, LearnMarket validationCan skip framing the problem

Divergence, convergence and problem framing

Research methods: qualitative and quantitative

Measuring and defending a design decision

Key points

Formulas and examples

SUS score = 2.5 × [ Σ(odd items − 1) + Σ(5 − even items) ]
Odd items 1,3,5,7,9 are positively worded; even items 2,4,6,8,10 negatively worded; each raw response 1–5 (Strongly disagree → Strongly agree). Result is 0–100 and is a *percentile-like score, not a percentage*.
Problems found in usability testing = 1 − (1 − p)n
p = probability one user reveals a given problem (≈0.31 in Nielsen–Landauer's data), n = number of users tested. Dimensionless fraction.
6-3-5 brainwriting yield = P × I × R
P = participants, I = ideas written per round, R = rounds. Unit: ideas.
Weighted concept score S = Σ (wᵢ × rᵢ)
wᵢ = weight of criterion i (weights sum to 1), rᵢ = rating of the concept on criterion i (say 1–5). Unit: dimensionless score.
Interview sample effort E = n × (t_session + t_travel + t_notes)
n = participants, t in hours → E in person-hours; add transcription and synthesis time separately.

Example 1 — SUS score of a kirana billing app. Ten users; mean responses: Q1 4, Q2 2, Q3 4, Q4 2, Q5 4, Q6 2, Q7 5, Q8 1, Q9 4, Q10 3.

Example 2 — how many users to test. With p = 0.31, fraction of problems found:

Going from 5 to 15 users triples the cost to gain about 15 percentage points — so run three rounds of 5 with a redesign between rounds instead of one round of 15.

Example 3 — idea yield and cost of an ideation workshop. A studio runs 6-3-5 with 6 designers, 3 ideas each, 5 rounds → 6 × 3 × 5 = 90 ideas in about 30 minutes. Dot voting shortlists 8; a weighted matrix picks 3 for prototyping. Cost at a billing rate of ₹1,200 per designer-hour for 0.5 hour: 6 × 0.5 × 1,200 = ₹3,600, i.e. ₹40 per idea generated.

Example 4 — weighted concept selection for a water-bottle redesign. Criteria and weights: user need 0.35, manufacturability 0.25, cost 0.20, sustainability 0.20.

ConceptUser need (0.35)Manufacturability (0.25)Cost (0.20)Sustainability (0.20)Weighted score
A — double-wall steel53243.70
B — single-wall steel45444.25
C — recycled PET34533.65

Concept B wins. Sensitivity check: raise user need to 0.50 and drop manufacturability to 0.10 → A = 2.50+0.30+0.40+0.80 = 4.00, B = 2.00+0.50+0.80+0.80 = 4.10; B still leads, so the choice is robust.

Example 5 — research effort and A/B test read-out. Fieldwork: 12 contextual interviews in Pune, 1.5 h session + 1 h travel + 0.5 h notes = 3 h each → 12 × 3 = 36 person-hours, plus 12 h synthesis = 48 h ≈ 6 working days for one researcher. Participant honorarium ₹500 each = ₹6,000. Resulting checkout redesign tested A/B: control 4,000 sessions, 240 orders = 6.0%; variant 4,000 sessions, 300 orders = 7.5% — a relative lift of (7.5−6.0)/6.0 = 25%. Added orders at ₹900 average order value = 60 × 900 = ₹54,000 in the test window; report it with the test duration and a significance check, not as a permanent uplift.

Where it is used

Interview questions

Common mistakes

Related topics

Elements and principles of design · Colour theory · Typography · Drawing and sketching · Ergonomics and anthropometry · User experience and interaction design · Materials and manufacturing processes · Design history and Indian crafts

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