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Ideas Made to Matter

Design thinking, explained

Rebecca Linke

Sep 14, 2017

What is design thinking?

Design thinking is an innovative problem-solving process rooted in a set of skills.The approach has been around for decades, but it only started gaining traction outside of the design community after the 2008 Harvard Business Review article [subscription required] titled “Design Thinking” by Tim Brown, CEO and president of design company IDEO.

Since then, the design thinking process has been applied to developing new products and services, and to a whole range of problems, from creating a business model for selling solar panels in Africa to the operation of Airbnb .

At a high level, the steps involved in the design thinking process are simple: first, fully understand the problem; second, explore a wide range of possible solutions; third, iterate extensively through prototyping and testing; and finally, implement through the customary deployment mechanisms. 

The skills associated with these steps help people apply creativity to effectively solve real-world problems better than they otherwise would. They can be readily learned, but take effort. For instance, when trying to understand a problem, setting aside your own preconceptions is vital, but it’s hard.

Creative brainstorming is necessary for developing possible solutions, but many people don’t do it particularly well. And throughout the process it is critical to engage in modeling, analysis, prototyping, and testing, and to really learn from these many iterations.

Once you master the skills central to the design thinking approach, they can be applied to solve problems in daily life and any industry.

Here’s what you need to know to get started.

Infographic of the design thinking process

Understand the problem 

The first step in design thinking is to understand the problem you are trying to solve before searching for solutions. Sometimes, the problem you need to address is not the one you originally set out to tackle.

“Most people don’t make much of an effort to explore the problem space before exploring the solution space,” said MIT Sloan professor Steve Eppinger. The mistake they make is to try and empathize, connecting the stated problem only to their own experiences. This falsely leads to the belief that you completely understand the situation. But the actual problem is always broader, more nuanced, or different than people originally assume.

Take the example of a meal delivery service in Holstebro, Denmark. When a team first began looking at the problem of poor nutrition and malnourishment among the elderly in the city, many of whom received meals from the service, it thought that simply updating the menu options would be a sufficient solution. But after closer observation, the team realized the scope of the problem was much larger , and that they would need to redesign the entire experience, not only for those receiving the meals, but for those preparing the meals as well. While the company changed almost everything about itself, including rebranding as The Good Kitchen, the most important change the company made when rethinking its business model was shifting how employees viewed themselves and their work. That, in turn, helped them create better meals (which were also drastically changed), yielding happier, better nourished customers.

Involve users

Imagine you are designing a new walker for rehabilitation patients and the elderly, but you have never used one. Could you fully understand what customers need? Certainly not, if you haven’t extensively observed and spoken with real customers. There is a reason that design thinking is often referred to as human-centered design.

“You have to immerse yourself in the problem,” Eppinger said.

How do you start to understand how to build a better walker? When a team from MIT’s Integrated Design and Management program together with the design firm Altitude took on that task, they met with walker users to interview them, observe them, and understand their experiences.  

“We center the design process on human beings by understanding their needs at the beginning, and then include them throughout the development and testing process,” Eppinger said.

Central to the design thinking process is prototyping and testing (more on that later) which allows designers to try, to fail, and to learn what works. Testing also involves customers, and that continued involvement provides essential user feedback on potential designs and use cases. If the MIT-Altitude team studying walkers had ended user involvement after its initial interviews, it would likely have ended up with a walker that didn’t work very well for customers. 

It is also important to interview and understand other stakeholders, like people selling the product, or those who are supporting the users throughout the product life cycle.

The second phase of design thinking is developing solutions to the problem (which you now fully understand). This begins with what most people know as brainstorming.

Hold nothing back during brainstorming sessions — except criticism. Infeasible ideas can generate useful solutions, but you’d never get there if you shoot down every impractical idea from the start.

“One of the key principles of brainstorming is to suspend judgment,” Eppinger said. “When we're exploring the solution space, we first broaden the search and generate lots of possibilities, including the wild and crazy ideas. Of course, the only way we're going to build on the wild and crazy ideas is if we consider them in the first place.”

That doesn’t mean you never judge the ideas, Eppinger said. That part comes later, in downselection. “But if we want 100 ideas to choose from, we can’t be very critical.”

In the case of The Good Kitchen, the kitchen employees were given new uniforms. Why? Uniforms don’t directly affect the competence of the cooks or the taste of the food.

But during interviews conducted with kitchen employees, designers realized that morale was low, in part because employees were bored preparing the same dishes over and over again, in part because they felt that others had a poor perception of them. The new, chef-style uniforms gave the cooks a greater sense of pride. It was only part of the solution, but if the idea had been rejected outright, or perhaps not even suggested, the company would have missed an important aspect of the solution.

Prototype and test. Repeat.

You’ve defined the problem. You’ve spoken to customers. You’ve brainstormed, come up with all sorts of ideas, and worked with your team to boil those ideas down to the ones you think may actually solve the problem you’ve defined.

“We don’t develop a good solution just by thinking about a list of ideas, bullet points and rough sketches,” Eppinger said. “We explore potential solutions through modeling and prototyping. We design, we build, we test, and repeat — this design iteration process is absolutely critical to effective design thinking.”

Repeating this loop of prototyping, testing, and gathering user feedback is crucial for making sure the design is right — that is, it works for customers, you can build it, and you can support it.

“After several iterations, we might get something that works, we validate it with real customers, and we often find that what we thought was a great solution is actually only just OK. But then we can make it a lot better through even just a few more iterations,” Eppinger said.

Implementation

The goal of all the steps that come before this is to have the best possible solution before you move into implementing the design. Your team will spend most of its time, its money, and its energy on this stage.

“Implementation involves detailed design, training, tooling, and ramping up. It is a huge amount of effort, so get it right before you expend that effort,” said Eppinger.

Design thinking isn’t just for “things.” If you are only applying the approach to physical products, you aren’t getting the most out of it. Design thinking can be applied to any problem that needs a creative solution. When Eppinger ran into a primary school educator who told him design thinking was big in his school, Eppinger thought he meant that they were teaching students the tenets of design thinking.

“It turns out they meant they were using design thinking in running their operations and improving the school programs. It’s being applied everywhere these days,” Eppinger said.

In another example from the education field, Peruvian entrepreneur Carlos Rodriguez-Pastor hired design consulting firm IDEO to redesign every aspect of the learning experience in a network of schools in Peru. The ultimate goal? To elevate Peru’s middle class.

As you’d expect, many large corporations have also adopted design thinking. IBM has adopted it at a company-wide level, training many of its nearly 400,000 employees in design thinking principles .

What can design thinking do for your business?

The impact of all the buzz around design thinking today is that people are realizing that “anybody who has a challenge that needs creative problem solving could benefit from this approach,” Eppinger said. That means that managers can use it, not only to design a new product or service, “but anytime they’ve got a challenge, a problem to solve.”

Applying design thinking techniques to business problems can help executives across industries rethink their product offerings, grow their markets, offer greater value to customers, or innovate and stay relevant. “I don’t know industries that can’t use design thinking,” said Eppinger.

Ready to go deeper?

Read “ The Designful Company ” by Marty Neumeier, a book that focuses on how businesses can benefit from design thinking, and “ Product Design and Development ,” co-authored by Eppinger, to better understand the detailed methods.

Register for an MIT Sloan Executive Education course:

Systematic Innovation of Products, Processes, and Services , a five-day course taught by Eppinger and other MIT professors.

  • Leadership by Design: Innovation Process and Culture , a two-day course taught by MIT Integrated Design and Management director Matthew Kressy.
  • Managing Complex Technical Projects , a two-day course taught by Eppinger.
  • Apply for M astering Design Thinking , a 3-month online certificate course taught by Eppinger and MIT Sloan senior lecturers Renée Richardson Gosline and David Robertson.

Steve Eppinger is a professor of management science and innovation at MIT Sloan. He holds the General Motors Leaders for Global Operations Chair and has a PhD from MIT in engineering. He is the faculty co-director of MIT's System Design and Management program and Integrated Design and Management program, both master’s degrees joint between the MIT Sloan and Engineering schools. His research focuses on product development and technical project management, and has been applied to improving complex engineering processes in many industries.

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How to solve problems with design thinking

May 18, 2023 Is it time to throw out the standard playbook when it comes to problem solving? Uniquely challenging times call for unique approaches, write Michael Birshan , Ben Sheppard , and coauthors in a recent article , and design thinking offers a much-needed fresh perspective for leaders navigating volatility. Design thinking is a systemic, intuitive, customer-focused problem-solving approach that can create significant value and boost organizational resilience. The proof is in the pudding: From 2013 to 2018, companies that embraced the business value of design had TSR that were 56 percentage points higher than that of their industry peers. Check out these insights to understand how to use design thinking to unleash the power of creativity in strategy and problem solving.

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Design Thinking 101

is design thinking a problem solving framework

July 31, 2016 2016-07-31

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In This Article:

Definition of design thinking, why — the advantage, flexibility — adapt to fit your needs, scalability — think bigger, history of design thinking.

Design thinking is an ideology supported by an accompanying process . A complete definition requires an understanding of both.

Definition: The design thinking ideology asserts that a hands-on, user-centric approach to problem solving can lead to innovation, and innovation can lead to differentiation and a competitive advantage. This hands-on, user-centric approach is defined by the design thinking process and comprises 6 distinct phases, as defined and illustrated below.

The design-thinking framework follows an overall flow of 1) understand, 2) explore, and 3) materialize. Within these larger buckets fall the 6 phases: empathize, define, ideate, prototype, test, and implement.

The 6 Design Thinking Phases: empathize, define, ideate, prototype, test, and implement

Conduct research in order to develop knowledge about what your users do, say, think, and feel .

Imagine your goal is to improve an onboarding experience for new users. In this phase, you talk to a range of actual users.  Directly observe what they do, how they think, and what they want, asking yourself things like ‘what motivates or discourages users?’ or ‘where do they experience frustration?’ The goal is to gather enough observations that you can truly begin to empathize with your users and their perspectives.

Combine all your research and observe where your users’ problems exist. While pinpointing your users’ needs , begin to highlight opportunities for innovation.

Consider the onboarding example again. In the define phase, use the data gathered in the empathize phase to glean insights. Organize all your observations and draw parallels across your users’ current experiences. Is there a common pain point across many different users? Identify unmet user needs.

Brainstorm a range of crazy, creative ideas that address the unmet user needs identified in the define phase. Give yourself and your team total freedom; no idea is too farfetched and quantity supersedes quality.

At this phase, bring your team members together and sketch out many different ideas. Then, have them share ideas with one another, mixing and remixing, building on others' ideas.

Build real, tactile representations for a subset of your ideas. The goal of this phase is to understand what components of your ideas work, and which do not. In this phase you begin to weigh the impact vs. feasibility of your ideas through feedback on your prototypes.

Make your ideas tactile. If it is a new landing page, draw out a wireframe and get feedback internally.  Change it based on feedback, then prototype it again in quick and dirty code. Then, share it with another group of people.

Return to your users for feedback. Ask yourself ‘Does this solution meet users’ needs?’ and ‘Has it improved how they feel, think, or do their tasks?’

Put your prototype in front of real customers and verify that it achieves your goals. Has the users’ perspective during onboarding improved? Does the new landing page increase time or money spent on your site? As you are executing your vision, continue to test along the way.

Put the vision into effect. Ensure that your solution is materialized and touches the lives of your end users.

This is the most important part of design thinking, but it is the one most often forgotten. As Don Norman preaches, “we need more design doing.” Design thinking does not free you from the actual design doing. It’s not magic.

“There’s no such thing as a creative type. As if creativity is a verb, a very time-consuming verb. It’s about taking an idea in your head, and transforming that idea into something real. And that’s always going to be a long and difficult process. If you’re doing it right, it’s going to feel like work.”  - Milton Glaser

As impactful as design thinking can be for an organization, it only leads to true innovation if the vision is executed. The success of design thinking lies in its ability to transform an aspect of the end user’s life. This sixth step — implement — is crucial.

Why should we introduce a new way to think about product development? There are numerous reasons to engage in design thinking, enough to merit a standalone article, but in summary, design thinking achieves all these advantages at the same time.

Design thinking:

  • Is a user-centered process that starts with user data, creates design artifacts that address real and not imaginary user needs, and then tests those artifacts with real users
  • Leverages collective expertise and establishes a shared language, as well as buy-in amongst your team
  • Encourages innovation by exploring multiple avenues for the same problem

Jakob Nielsen says “ a wonderful interface solving the wrong problem will fail ." Design thinking unfetters creative energies and focuses them on the right problem. 

The above process will feel abstruse at first. Don’t think of it as if it were a prescribed step-by-step recipe for success. Instead, use it as scaffolding to support you when and where you need it. Be a master chef, not a line cook: take the recipe as a framework, then tweak as needed.

Each phase is meant to be iterative and cyclical as opposed to a strictly linear process, as depicted below. It is common to return to the two understanding phases, empathize and define, after an initial prototype is built and tested. This is because it is not until wireframes are prototyped and your ideas come to life that you are able to get a true representation of your design. For the first time, you can accurately assess if your solution really works. At this point, looping back to your user research is immensely helpful. What else do you need to know about the user in order to make decisions or to prioritize development order? What new use cases have arisen from the prototype that you didn’t previously research?

You can also repeat phases. It’s often necessary to do an exercise within a phase multiple times in order to arrive at the outcome needed to move forward. For example, in the define phase, different team members will have different backgrounds and expertise, and thus different approaches to problem identification. It’s common to spend an extended amount of time in the define phase, aligning a team to the same focus. Repetition is necessary if there are obstacles in establishing buy-in. The outcome of each phase should be sound enough to serve as a guiding principle throughout the rest of the process and to ensure that you never stray too far from your focus.

Iteration in the Design Thinking process: Understand, Explore, Materialize

The packaged and accessible nature of design thinking makes it scalable. Organizations previously unable to shift their way of thinking now have a guide that can be comprehended regardless of expertise, mitigating the range of design talent while increasing the probability of success. This doesn’t just apply to traditional “designery” topics such as product design, but to a variety of societal, environmental, and economical issues. Design thinking is simple enough to be practiced at a range of scopes; even tough, undefined problems that might otherwise be overwhelming. While it can be applied over time to improve small functions like search, it can also be applied to design disruptive and transformative solutions, such as restructuring the career ladder for teachers in order to retain more talent. 

It is a common misconception that design thinking is new. Design has been practiced for ages : monuments, bridges, automobiles, subway systems are all end-products of design processes. Throughout history, good designers have applied a human-centric creative process to build meaningful and effective solutions.

In the early 1900's husband and wife designers Charles and Ray Eames practiced “learning by doing,” exploring a range of needs and constraints before designing their Eames chairs, which continue to be in production even now, seventy years later. 1960's dressmaker Jean Muir was well known for her “common sense” approach to clothing design, placing as much emphasis on how her clothes felt to wear as they looked to others. These designers were innovators of their time. Their approaches can be viewed as early examples of design thinking — as they each developed a deep understanding of their users’ lives and unmet needs. Milton Glaser, the designer behind the famous I ♥ NY logo, describes this notion well: “We’re always looking, but we never really see…it’s the act of attention that allows you to really grasp something, to become fully conscious of it.”

Despite these (and other) early examples of human-centric products, design has historically been an afterthought in the business world, applied only to touch up a product’s aesthetics. This topical design application has resulted in corporations creating solutions which fail to meet their customers’ real needs. Consequently, some of these companies moved their designers from the end of the product-development process, where their contribution is limited, to the beginning. Their human-centric design approach proved to be a differentiator: those companies that used it have reaped the financial benefits of creating products shaped by human needs.

In order for this approach to be adopted across large organizations, it needed to be standardized. Cue design thinking, a formalized framework of applying the creative design process to traditional business problems.

The specific term "design thinking" was coined in the 1990's by David Kelley and Tim Brown of IDEO, with Roger Martin, and encapsulated methods and ideas that have been brewing for years into a single unified concept.

We live in an era of experiences , be they services or products, and we’ve come to have high expectations for these experiences. They are becoming more complex in nature as information and technology continues to evolve. With each evolution comes a new set of unmet needs. While design thinking is simply an approach to problem solving, it increases the probability of success and breakthrough innovation.

Learn more about design thinking in the full-day course Generating Big Ideas with Design Thinking .

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Design Thinking: How it works [Theory, Practice & Examples]

So you’ve heard of Design Thinking , but it sounds a bit like hocus-pocus? Imagine standing at the entrance of a sleek, futuristic museum, greeted by a door that refuses to budge. Frustration mounts as you struggle to figure out how to open it, but then, a child approaches, effortlessly pushes the door, and you follow suit, feeling a blend of awe and embarrassment. That moment captures the essence of design thinking—a concept that, like that perplexing door, may initially seem locked, yet holds the key to unlocking innovation, creativity, and problem-solving potential in today’s complex world. In a hurry? Skip the theory and get straight to the 5 stages of design thinking .

woman during the process of design thinking

Design thinking, a term that has surged in popularity, transcends the realm of aesthetics and reaches into the very core of how we tackle challenges , both big and small. It’s a methodology that isn’t confined to designers alone but is a powerful tool for anyone seeking novel solutions, whether in business, education, healthcare, or even personal life. Design thinking isn’t just a buzzword – it’s a dynamic and transformative approach that promises to reshape how we approach problems and create solutions.

Design Thinking: A Definition

Design thinking is a transformative problem-solving approach that puts human needs and experiences at its core. At its essence, it’s a structured methodology that empowers individuals and organizations to tackle complex challenges by fostering empathy, creativity, and innovation. Unlike traditional problem-solving methods, design thinking is not confined to a linear path; instead, it encourages dynamic and iterative thinking to arrive at innovative solutions (see also: Innovation Management ).

Historical Background

To truly grasp the significance of design thinking, it’s essential to delve into its historical roots. The concept finds its origins in the mid-20th century, primarily within the field of industrial design. Visionaries like Herbert A. Simon and L. Bruce Archer were among the early proponents of this methodology, emphasizing the importance of user-centered design . Over the decades, design thinking evolved, incorporating insights from various disciplines, such as psychology, engineering, and business. It gained prominence in the corporate world thanks to influential figures like David Kelley of IDEO and the Stanford d.school, which helped popularize and formalize the design thinking process we know today.

Design Thinking Core Principles

  • Empathy : Design thinking starts with deep empathy for the end-user. This means understanding their needs, desires, and pain points on a profound level. Empathy forms the foundation upon which innovative solutions are built.
  • Iteration : Design thinking embraces the idea that the first solution is rarely the best one. It encourages continuous refinement and iteration of ideas through prototyping and testing. This iterative process allows for the discovery of unexpected insights and improvements.
  • User-Centricity : The user is the focal point of the entire design thinking process. Solutions are not imposed from the top down; they emerge organically from an understanding of the user’s perspective and needs.
  • Collaboration : Design thinking thrives on interdisciplinary collaboration . It brings together individuals with diverse skills and perspectives to foster creative problem-solving.

These principles, combined with a structured framework, make design thinking a potent methodology for addressing a wide range of challenges , from designing user-friendly products to solving complex organizational problems.

The Stages of Design Thinking

While Design Thinking is often described as a mindset, at it’s core it is a five step process.

5 stages of design thinking infographic

Stage I: Empathize

The journey of design thinking commences with a crucial first step— empathy . In this initial stage, designers and problem-solvers immerse themselves in the world of the end-user, seeking to understand their needs , desires, and challenges on a profound level. This isn’t a casual observation – it’s a deep dive into the user’s experiences. Empathy involves conducting interviews, surveys, and even shadowing users in their daily routines. The goal? To gain insights that go beyond what’s explicitly stated—to uncover the unspoken, the latent, and the emotions that influence user behavior. Empathy is the bedrock upon which the entire design thinking process rests, for it’s from this wellspring of understanding that innovative solutions emerge. If you want to learn more about understanding different personalities, take our DISC-Test.

Stage II: Define

With a wealth of empathetic insights in hand, the next stage is to distill these observations into a clear and concise problem statement . What are the specific challenges and pain points that need to be addressed? Defining the problem is a pivotal moment in the design thinking process because it frames the entire journey. It’s about reframing the issue to focus on what truly matters to the user. This stage requires a delicate balance of precision and creativity—precision in articulating the problem, and creativity in reframing it to inspire fresh ideas.

Stage III: Ideate

Now, armed with a well-defined problem, the design thinking process enters the ideation stage —a veritable playground for creative brainstorming. Here, the emphasis is on quantity rather than quality, as the goal is to generate a broad spectrum of ideas, no matter how wild or unconventional they may seem. Ideation sessions often involve cross-functional teams engaging in free-flowing discussions, sketching, and mind mapping . It’s in this stage that the magic of creativity takes flight, and seemingly impossible solutions begin to take shape.

Stage IV: Prototype

Ideation is a boundless landscape of possibilities, but to transform these concepts into tangible solutions, the process moves to prototyping . Prototypes are simplified representations of the envisioned solutions, ranging from paper sketches to interactive mock-ups. The purpose of prototyping is to bring ideas to life in a tangible form that can be tested and refined. It’s an essential step to bridge the gap between abstract concepts and real-world applicability. Prototypes serve as a canvas for experimentation and iteration, allowing designers to uncover flaws, make improvements, and fine-tune their solutions.

Stage V: Test!

The final stage of design thinking is where ideas are put to the test in the real world . Testing involves presenting prototypes to the end-users and gathering their feedback . This user-centric approach ensures that the proposed solutions align with the users’ needs and expectations. The feedback loop is iterative, often leading back to the ideation and prototyping stages as insights are gained. This process of testing and refinement continues until the most suitable and effective solution emerges, ready to address the defined problem effectively.

In these stages, design thinking transforms from a theoretical concept into a hands-on, user-driven methodology that fosters innovation and creative problem-solving. Each stage plays a vital role in the iterative process that leads to meaningful solutions.

Design Thinking Examples & Benefits

To truly appreciate the transformative power of design thinking, let’s turn to real-world examples where this methodology has reshaped industries and solved complex problems.

Case Studies

One such shining example comes from Airbnb . In its early days, Airbnb faced a significant challenge: how to establish trust between hosts and guests in the sharing economy. By applying design thinking principles, they delved deep into the user experience, empathizing with both hosts and guests. They introduced features like user profiles, reviews, and a secure payment system, all aimed at fostering trust and confidence. This approach not only propelled Airbnb’s growth but also revolutionized the hospitality industry.

Another compelling case is that of the healthcare giant, Mayo Clinic . In an industry fraught with complexities and patient-centric challenges, Mayo Clinic turned to design thinking to improve patient experiences. They revamped waiting areas, redesigned appointment scheduling, and introduced user-friendly mobile apps for patients to access their medical records. These innovations not only improved patient satisfaction but also enhanced the overall quality of care.

Benefits of the Design Thinking Process

Design thinking isn’t just a methodology; it’s a mindset that empowers individuals and organizations to navigate the complexities of our modern world effectively. Its benefits extend far beyond problem-solving and innovation, permeating into the very fabric of how we approach challenges and create solutions:

  • Fosters Innovation : Design thinking places the user at the core of problem-solving, encouraging innovative thinking that leads to groundbreaking solutions.
  • Promotes Adaptability : In an ever-changing world, design thinking equips organizations with the ability to pivot and evolve in response to shifting market dynamics and customer preferences.
  • Enhanced User Satisfaction : Whether in product design or service delivery, design thinking ensures that solutions precisely meet user needs and expectations, resulting in happier and more loyal customers.
  • Encourages Collaboration : Design thinking fosters a culture of collaboration among multidisciplinary teams, promoting teamwork and creativity.

Read more about the benefits in this review of educational research: Having good design thinking skills can assist in solving really complex problems.

salary differences by design thinking skills infographic

Challenges and Criticisms

illustrated thinking process

While design thinking has garnered widespread acclaim, it’s not immune to criticism, and one prevalent concern is the risk of over-hyping. In the rush to embrace this transformative approach, there’s a danger of viewing it as a panacea for all organizational challenges. Design thinking, like any methodology, has its limitations. It’s not a one-size-fits-all solution, and not every problem requires a design thinking approach. Over-hyping can create unrealistic expectations , leading to disappointment when results fall short. It’s essential to strike a balance between recognizing design thinking’s potential and acknowledging its boundaries.

Implementation Challenges

Implementing design thinking within organizations can be a journey fraught with challenges. Resistance to change is a common stumbling block. Employees accustomed to traditional problem-solving methods may find it challenging to adapt to the iterative and user-centric nature of design thinking. Another challenge is the need for time and resources . Design thinking, when done right, demands investment in research, prototyping, and user testing, which can strain budgets and schedules. Additionally, maintaining a consistent commitment to the process throughout the organization can be difficult. Without leadership support and a culture that encourages experimentation and learning from failures, design thinking initiatives may falter. Addressing these challenges requires a thoughtful and strategic approach to ensure that design thinking becomes ingrained in the organizational DNA .

How to Incorporate Design Thinking

Design thinking isn’t reserved for designers alone – it’s a mindset that anyone can cultivate to enhance problem-solving skills and drive innovation in their work and daily lives.

Practical tips for individuals

  • Start with Empathy : Whether you’re designing a product or tackling a personal challenge, begin by understanding the needs and perspectives of those involved. Ask questions, actively listen , and put yourself in their shoes.
  • Embrace Iteration : Don’t settle for the first solution that comes to mind. Be open to refining and iterating on your ideas. Embrace failure as a learning opportunity.
  • Diverse Perspectives : Seek input from people with different backgrounds and viewpoints. Collaborative brainstorming can lead to more creative and effective solutions.
  • Prototype and Test : Even in non-design contexts, consider creating prototypes or mock-ups to visualize your ideas. Test them with potential users or stakeholders to gather feedback.
  • User-Centric Approach : Always prioritize the end-user or recipient of your work. Your solutions should address their needs and provide value.

Organizational Integration

To foster a design thinking culture within organizations, several steps can be taken:

  • Leadership Buy-In : Leaders should champion the adoption of design thinking, setting an example for the rest of the organization. They should communicate its value and allocate resources for its implementation (see also “ Leadership test “)
  • Training and Education : Offer design thinking training and workshops to employees at all levels. Equip them with the skills and knowledge to apply design thinking methodologies.
  • Cross-Functional Teams : Encourage collaboration across different departments and disciplines. Create teams that bring together diverse skills and perspectives for problem-solving.
  • Design Thinking Spaces : Designate physical or virtual spaces where employees can brainstorm, prototype, and test ideas. These spaces should be conducive to creativity and collaboration.
  • Reward Innovation : Recognize and reward employees who contribute innovative ideas and solutions through design thinking. Create incentives for innovation and risk-taking.
  • Feedback and Continuous Improvement : Establish mechanisms for collecting feedback on design thinking initiatives. Use this feedback to refine processes and adapt to evolving needs.

By following these steps, individuals can harness the power of design thinking in their personal and professional lives, while organizations can create an environment where design thinking thrives, leading to innovative solutions and a more agile , customer-centric approach.

It’s worth emphasizing that design thinking holds greater importance than ever before. It equips individuals and organizations with the tools to navigate change effectively , foster innovation, and create solutions that prioritize the needs of users, transcending disciplinary boundaries.

Consider embracing design thinking in your own context . Whether you’re seeking solutions in your daily life or aiming to cultivate a culture of creativity within your organization, the key lies in embracing empathy, collaboration, and a willingness to experiment. These qualities unlock the potential of design thinking.

In the words of the iconic designer and innovator Steve Jobs , “ Design is how it works .” Let design thinking be the guiding light in our intricate world, where innovation and user-centric solutions pave the path forward. Its enduring relevance underscores our innate capacity to create, adapt, and thrive .

You might also be interested in: Pareto Concept – Why it still works!

Additional Resources

For readers eager to dive deeper into the world of design thinking, there is a wealth of resources available to further your understanding and expertise:

  • “ Design Thinking for Strategic Innovation ” by Idris Mootee: This book offers a strategic perspective on design thinking and its application in business.
  • “ Change by Design ” by Tim Brown: Tim Brown, CEO of IDEO, provides valuable insights into the design thinking process and its potential for innovation.
  • “ The Design Thinking Playbook ” by Michael Lewrick, Patrick Link, and Larry Leifer: A comprehensive guide to practical design thinking methods and tools.
  • IDEO U ( https://www.ideou.com/ ): IDEO U offers online courses and resources on design thinking, innovation, and leadership.
  • Stanford d.school ( https://dschool.stanford.edu/ ): Explore Stanford University’s d.school website for design thinking tools, case studies, and free resources.
  • Nielsen Norman Group ( https://www.nngroup.com/ ): The Nielsen Norman Group offers valuable insights and research on user-centered design and usability.
  • Coursera Design Thinking Specialization : This series of courses offered by the University of Virginia on Coursera provides a comprehensive understanding of design thinking principles and their application.
  • edX Design Thinking MicroMasters Program : This program by Rochester Institute of Technology on edX covers design thinking, innovation, and leadership.

VIDEO: Doreen Lorenzo about Design Thinking (TedTalk)

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How to solve problems using the design thinking process

Sarah Laoyan contributor headshot

The design thinking process is a problem-solving design methodology that helps you develop solutions in a human-focused way. Initially designed at Stanford’s d.school, the five stage design thinking method can help solve ambiguous questions, or more open-ended problems. Learn how these five steps can help your team create innovative solutions to complex problems.

As humans, we’re approached with problems every single day. But how often do we come up with solutions to everyday problems that put the needs of individual humans first?

This is how the design thinking process started.

What is the design thinking process?

The design thinking process is a problem-solving design methodology that helps you tackle complex problems by framing the issue in a human-centric way. The design thinking process works especially well for problems that are not clearly defined or have a more ambiguous goal.

One of the first individuals to write about design thinking was John E. Arnold, a mechanical engineering professor at Stanford. Arnold wrote about four major areas of design thinking in his book, “Creative Engineering” in 1959. His work was later taught at Stanford’s Hasso-Plattner Institute of Design (also known as d.school), a design institute that pioneered the design thinking process. 

This eventually led Nobel Prize laureate Herbert Simon to outline one of the first iterations of the design thinking process in his 1969 book, “The Sciences of the Artificial.” While there are many different variations of design thinking, “The Sciences of the Artificial” is often credited as the basis. 

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A non-linear design thinking approach

Design thinking is not a linear process. It’s important to understand that each stage of the process can (and should) inform the other steps. For example, when you’re going through user testing, you may learn about a new problem that didn’t come up during any of the previous stages. You may learn more about your target personas during the final testing phase, or discover that your initial problem statement can actually help solve even more problems, so you need to redefine the statement to include those as well. 

Why use the design thinking process

The design thinking process is not the most intuitive way to solve a problem, but the results that come from it are worth the effort. Here are a few other reasons why implementing the design thinking process for your team is worth it.

Focus on problem solving

As human beings, we often don’t go out of our way to find problems. Since there’s always an abundance of problems to solve, we’re used to solving problems as they occur. The design thinking process forces you to look at problems from many different points of view. 

The design thinking process requires focusing on human needs and behaviors, and how to create a solution to match those needs. This focus on problem solving can help your design team come up with creative solutions for complex problems. 

Encourages collaboration and teamwork

The design thinking process cannot happen in a silo. It requires many different viewpoints from designers, future customers, and other stakeholders . Brainstorming sessions and collaboration are the backbone of the design thinking process.

Foster innovation

The design thinking process focuses on finding creative solutions that cater to human needs. This means your team is looking to find creative solutions for hyper specific and complex problems. If they’re solving unique problems, then the solutions they’re creating must be equally unique.

The iterative process of the design thinking process means that the innovation doesn’t have to end—your team can continue to update the usability of your product to ensure that your target audience’s problems are effectively solved. 

The 5 stages of design thinking

Currently, one of the more popular models of design thinking is the model proposed by the Hasso-Plattner Institute of Design (or d.school) at Stanford. The main reason for its popularity is because of the success this process had in successful companies like Google, Apple, Toyota, and Nike. Here are the five steps designated by the d.school model that have helped many companies succeed.

1. Empathize stage

The first stage of the design thinking process is to look at the problem you’re trying to solve in an empathetic manner. To get an accurate representation of how the problem affects people, actively look for people who encountered this problem previously. Asking them how they would have liked to have the issue resolved is a good place to start, especially because of the human-centric nature of the design thinking process. 

Empathy is an incredibly important aspect of the design thinking process.  The design thinking process requires the designers to put aside any assumptions and unconscious biases they may have about the situation and put themselves in someone else’s shoes. 

For example, if your team is looking to fix the employee onboarding process at your company, you may interview recent new hires to see how their onboarding experience went. Another option is to have a more tenured team member go through the onboarding process so they can experience exactly what a new hire experiences.

2. Define stage

Sometimes a designer will encounter a situation when there’s a general issue, but not a specific problem that needs to be solved. One way to help designers clearly define and outline a problem is to create human-centric problem statements. 

A problem statement helps frame a problem in a way that provides relevant context in an easy to comprehend way. The main goal of a problem statement is to guide designers working on possible solutions for this problem. A problem statement frames the problem in a way that easily highlights the gap between the current state of things and the end goal. 

Tip: Problem statements are best framed as a need for a specific individual. The more specific you are with your problem statement, the better designers can create a human-centric solution to the problem. 

Examples of good problem statements:

We need to decrease the number of clicks a potential customer takes to go through the sign-up process.

We need to decrease the new subscriber unsubscribe rate by 10%. 

We need to increase the Android app adoption rate by 20%.

3. Ideate stage

This is the stage where designers create potential solutions to solve the problem outlined in the problem statement. Use brainstorming techniques with your team to identify the human-centric solution to the problem defined in step two. 

Here are a few brainstorming strategies you can use with your team to come up with a solution:

Standard brainstorm session: Your team gathers together and verbally discusses different ideas out loud.

Brainwrite: Everyone writes their ideas down on a piece of paper or a sticky note and each team member puts their ideas up on the whiteboard. 

Worst possible idea: The inverse of your end goal. Your team produces the most goofy idea so nobody will look silly. This takes out the rigidity of other brainstorming techniques. This technique also helps you identify areas that you can improve upon in your actual solution by looking at the worst parts of an absurd solution. 

It’s important that you don’t discount any ideas during the ideation phase of brainstorming. You want to have as many potential solutions as possible, as new ideas can help trigger even better ideas. Sometimes the most creative solution to a problem is the combination of many different ideas put together.

4. Prototype stage

During the prototype phase, you and your team design a few different variations of inexpensive or scaled down versions of the potential solution to the problem. Having different versions of the prototype gives your team opportunities to test out the solution and make any refinements. 

Prototypes are often tested by other designers, team members outside of the initial design department, and trusted customers or members of the target audience. Having multiple versions of the product gives your team the opportunity to tweak and refine the design before testing with real users. During this process, it’s important to document the testers using the end product. This will give you valuable information as to what parts of the solution are good, and which require more changes.

After testing different prototypes out with teasers, your team should have different solutions for how your product can be improved. The testing and prototyping phase is an iterative process—so much so that it’s possible that some design projects never end.

After designers take the time to test, reiterate, and redesign new products, they may find new problems, different solutions, and gain an overall better understanding of the end-user. The design thinking framework is flexible and non-linear, so it’s totally normal for the process itself to influence the end design. 

Tips for incorporating the design thinking process into your team

If you want your team to start using the design thinking process, but you’re unsure of how to start, here are a few tips to help you out. 

Start small: Similar to how you would test a prototype on a small group of people, you want to test out the design thinking process with a smaller team to see how your team functions. Give this test team some small projects to work on so you can see how this team reacts. If it works out, you can slowly start rolling this process out to other teams.

Incorporate cross-functional team members : The design thinking process works best when your team members collaborate and brainstorm together. Identify who your designer’s key stakeholders are and ensure they’re included in the small test team. 

Organize work in a collaborative project management software : Keep important design project documents such as user research, wireframes, and brainstorms in a collaborative tool like Asana . This way, team members will have one central source of truth for anything relating to the project they’re working on.

Foster collaborative design thinking with Asana

The design thinking process works best when your team works collaboratively. You don’t want something as simple as miscommunication to hinder your projects. Instead, compile all of the information your team needs about a design project in one place with Asana. 

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Solve Any Product Problem With the Design Thinking Framework

Design thinking is a human-centric problem-solving framework that helps teams find solutions that work. Your team can use it to overcome any challenge you may face.

Nick Babich

Design is about solving problems. As such, product teams are constantly looking for a process that allows them to solve problems quickly and effectively, and design thinking is one of the most popular approaches to do just that. As the name suggests, design thinking is a process that allows product teams to solve problems through design.

The Design Thinking Framework

Prototyping.

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Design thinking is a five-step process that allows a product team to go from initial idea to implementation and validation. The approach was originally proposed by Herbert A. Simon in his book The Sciences of the Artificial and later popularized by the Hasso Plattner Institute of Design at Stanford and design agencies like IDEO .

1. Define 

The product team clearly defines the problem they need to solve. Typically, the definition step includes all relevant information about the problem, who experienced it and why it’s important, which involves articulating the solution’s value both to users and the business. 

2. Research

The product team collects and analyses as much data as it can to better understand the problem it wants to solve and the needs of users and businesses.

3. Ideation

The product team proposes possible solutions based on the information it collected in the previous stage. At the end of this step, the team selects the best solution for prototyping. 

4. Prototyping 

A prototype is a functioning model of the best solution. During this stage, the product team makes the solution tangible so other people can interact with it. 

5. Testing 

The target audience tests the prototype to ensure that it effectively solves the original problem. 

Principles of Design Thinking

Design thinking is more than just a process a team follows; it's a philosophy with a set of guiding principles. The essential principles are as follows:

3 Principles of Design Thinking

  • A human-centric approach.
  • There are no bad ideas.
  • Product design is iterative in nature.

1. A Human-first way of thinking

Design thinking is about finding the best possible solution for the people who will use your product. This principle makes the testing phase crucial for design thinking because it helps the team validate the solution with the target audience.  

2. There are no bad ideas

During the ideation phase, team members are invited to propose as many ideas as possible. No one should be afraid that theirs will be considered bad. Later on, the team will narrow them down to the best output.

3. Product design is iterative in nature

The more teams learn about user needs, the better solution they can create. Design thinking is a cyclical process. At the end of the testing phase, the team can return to the definition phase with new insights about user behavior and, thus, create a better solution.

Applying Design Thinking to Product Design 

Let’s look at how a design thinking process can be used to design an app that will help users learn a new language. 

The better you define a problem, the more focussed your design activities will be. Try to be explicit about what you want to build and why. For example, you provide plenty of detail about each part of the product: “ We want to build an app that will be focussed on beginners and intermediate students. The app will require 30 minutes of daily interaction at any part of the day, and a large part of the interaction will be typing. We will make money by showing advertisements to our users. ”  

Notice that the definition includes information on how we will monetize our product. If we don't think about revenue right from the beginning, we minimize the chances of building a commercially successful product.

Learn as much as you can about your target audience and your market. Create a user persona (the archetype of your ideal user) , and conduct a series of interviews with people who represent your user target audience to learn more about their personal goals and lifestyles. Try to understand if the product can fit naturally into their daily routine. In our example, we want to figure out when users have a half-hour of free time to use the app so that we can tailor our reminders.

Don ’ t forget about your competitors. You also need to conduct market research to learn more about the business model of your direct and indirect competitors. What other language or educational apps are available? How else are people learning languages?

Once you have a lot of insights about your target audience, conduct a brainstorming session where you discuss possible solutions for your future product. Every team member must be able to participate in the discussion. When people from different domains participate in product design, you have a unique chance to gather different perspectives on the problems at hand. For instance, someone from marketing might have a great idea about how to differentiate our new product from existing language learning apps.

Expressing your ideas in plain words can be hard. That's why, during ideation, visualizing your ideas is essential. Invite team members to sketch schematic designs . The sketches can visualize the business logic of your application or individual design decisions (such as the design of the app's screens). 

At the end of the brainstorming session, you need to collect all ideas and ask all team members to vote for the best idea. This voting part can be followed up with a quick discussion of what every member thinks about the selected solution. 

Prototyping is not about building a final product; it ’ s about investing the least possible amount of time and energy into making a solution tangible. You need to follow the “fail fast” strategy, meaning that you should be able to quickly validate your hypothesis and adjust your product design decisions based on that failure. Thus, if you are only at the first iteration of the design thinking cycle, you can create a paper prototype or low-fidelity digital prototype that you will later validate with your test participants. We would roll out our prototype to a select group of trial users and see how well it helps them to learn a new language. 

By testing a prototype with people who represent the target audience, the product team comes to understand whether their design hypothesis is valid. Testing also helps identify areas where products can perform better. So, based on our testing, we may decide to reduce the amount of typing involved in the product interaction and make it more voice-based.

Testing should not be expensive or time-consuming. During the first iteration of the design thinking cycle, the product team can use low-fidelity prototypes and ask test participants to perform the most common operations. For example, when it comes to learning a new language, the prototype test may just involve completing a daily lesson using your prototype. 

Hiring test participants that match your criteria might not be easy. Fortunately, you don ’ t need a lot of participants to validate your concept. NNGroup suggests that five test participants can find 85 percent of usability problems .  

Designing the Future A Beginner’s Guide To User Journey Mapping

Master Design Thinking to Build Great Products

Design thinking is a process that helps product teams better understand the problem space and people who will use your product. When a team has a clear understanding of what problem it solves, and for whom, it can create a much better solution. At the same time, design thinking minimizes the pressure that team members have when they build a product since product design is created in iterations.

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A guide to problem framing: best practices & templates

is design thinking a problem solving framework

Start collaborating with Mural today

When creating solutions and products, it’s critical to correctly frame the problem you’re attempting to solve. 

Remember the Google Glass? What about the Segway? Taken on their own account, these were groundbreaking products with cutting-edge technology. No one had seen anything like them before. Yet they failed for a simple reason: They were solutions in search of a problem.

Now imagine if their creators had spent more time trying to understand the problem their customers faced. Imagine they had actually tried to identify a real challenge and properly define how it could be addressed. The result would have likely been closer to a Tesla or even an iPhone — at the very least, we wouldn’t be talking about them in nearly the same way.

This shows just how important it is to frame a problem before trying to solve it. Let’s go over in detail how you can apply problem framing to your next project.

What is problem framing?

Problem framing is a process for analyzing, understanding, and ultimately defining a problem or challenge in order to develop an effective solution. While it can be done on an individual level, it is typically practiced across teams so that you can achieve alignment and work more cohesively toward an agreed-upon outcome. 

In short, problem framing is an opportunity to take a step back, assess the landscape of your problem and break down its root causes, then focus on a solution that is most likely to lead to the outcome you want.

Why problem framing is critical for better outcomes

Framing the problem is important because it sets the direction and scope of the solution design process, ensuring that efforts are focused on addressing the core issues. It helps avoid wasted time and resources on irrelevant or superficial solutions.

Good design and effective iteration can help improve a product, but they won’t tell you if you’re addressing the right problem — only problem framing can do that. Here are some ways this process can ensure your solution achieves better results:

  • It provides clarity. Whether your team isn’t sure what problem they’re facing or can’t reach an agreement, taking the time to break the problem apart can ensure everyone understands it. And that is crucial to developing a solution that actually works.
  • It narrows the scope. With a better understanding of the problem, you can eliminate everything but the most essential aspects that need to be addressed. That means only addressing underlying issues instead of just their symptoms.
  • It achieves alignment. By having a clear definition in hand, you can ensure that all team members and stakeholders share a common understanding of the problem and how to address it. This will help reduce misunderstandings and conflict.
  • It increases efficiency. While some may think problem framing is an extra step, it can actually help keep you from wasting resources and time by preventing you from focusing on irrelevant or ineffective solutions.

How to frame a problem

Whether you think you have a good idea of your problem or have no clue where to begin, learning how to properly frame it can give you new insights into how to solve it. Here’s a process for doing just that.

Create a problem statement

A good first step is to make sure that everyone can agree on what exactly the problem is. This is a great opportunity to write out a problem statement, or a clear and concise explanation of the problem or challenge you intend to solve.

The goal behind writing a problem statement is to describe the problem as comprehensively as possible, while also spurring your team into action. If your team can’t even reach an agreement on what the problem is, then try to discuss the problem from multiple angles to ensure you’re incorporating multiple perspectives. This will help you achieve alignment. 

Even when everyone already has a good idea of the problem, this step can still help ensure complete clarity by taking the simple but effective step of making your team write it down. Learn more about what goes into creating a good problem statement in our full guide .

Identify and understand the problem's root cause

Although identifying your problem’s root cause or causes should be a part of writing out your problem statement , it’s important enough to deserve a discussion on its own. After all, if you are just focusing on the symptoms of your problem, then any solution you develop will ultimately fail.

The key to uncovering a problem’s root cause is to ask why it is happening, rather than what. Typically, there will be multiple answers to this. One way to start organizing and categorizing these different causes and their various effects is by using a fishbone diagram . Start out by writing down your problem, then come up with different categories that could be contributing to it. From there, start brainstorming different causes.

is design thinking a problem solving framework

Once you have everything laid out cleanly, you can vote on what you think are the most significant contributors — or, if necessary, even rethink the problem itself.

Empathize with the end-users of the problem

Once you have a good idea of your problem and can articulate it, you also need to ensure that this is a problem your stakeholders face. That means being able to properly understand and empathize with their needs.

To accomplish this, consider organizing an empathy mapping session . Start out by gathering a diverse range of stakeholders in order to reduce biases and leverage different perspectives. Ask them to share their opinion regarding the product, service, or situation, encouraging open-ended responses. As you gather this feedback, divide it into four different categories: thoughts, feelings, actions, and observations —then start looking for areas of improvement. This is where your highest priority problems will be.

The act of interviewing your stakeholders, writing down their responses, and organizing them across different categories should give you a much deeper understanding of the user’s point of view and their needs. 

Frame the problem to brainstorm solutions

With your user research in hand and your problem statement honed, it’s time to start framing the problem in order to come up with effective solutions.

During this process, your goal should be to get your team to rethink the problem in creative ways to help you find new ways to solve it. While there are many ways to do this, the Mural problem framing template provides a simple three-step procedure that can help you explore your challenge in new ways to get the right answer. Each person must transform the problem into four different questions that invite deeper, more nuanced thinking. These questions are then discussed, voted on, and narrowed down to the most promising, providing you with a clear frame for future work.

is design thinking a problem solving framework

Tips to effectively frame the problem

Thinking through problems in new ways and effectively framing them involves outside-the-box creativity , a healthy dose of empathy, and a willingness to take risks. This can be intimidating for some people. So here are some quick tips to help make this process more effective.

Start with asynchronous collaboration

Focused sessions are the most effective sessions — and what you probably want to focus on the most while problem framing is coming up with possible solutions. That’s why encouraging stakeholders, end-users, and other participants to start collaborating asynchronously on ways to reframe and rethink your problem can be so beneficial. 

Plus, getting participants to work on their own can help avoid groupthink, or the tendency to come up with ideas people will agree with rather than ideas that are actually useful. This will ultimately lead to better decisions and more effective solutions.

In-person sessions aren’t the only way to collaborate!  Learn how async collaboration can solve your meeting problem .

Map out the context of the problem

Helping your team understand the drivers and impacts of the issue you are trying to solve will help them gain a more nuanced view on why this issue exists, as well as how best to solve it. This is why bringing in end users and empathizing with their needs is so important — but there’s no reason you have to stop there. By creating a customer journey map , you can identify vital pain points in the customer experience, locate areas for improvement, and create solutions that are personalized to the customer.

Mural offers several customer journey templates to get you started. For instance, our map template lets you break down the journey across five separate components for a more granular view, while our experience diagramming template is great for examining individual customer’s experiences. 

Don't be afraid to dig deeper with stakeholders and the end-users

Fully understanding an issue and how it affects your stakeholders can take time. For some, this can be frustrating. After all, your objective is to come up with a solution, which will likely require a fair amount of design and iteration itself. 

Try to resist the urge to jump ahead. Instead, embrace the problem-framing process as much as possible by digging in deep with your stakeholders and end users. Really try to explore and understand why their problem exists in the first place so you can find a better potential solution.

Even if all this takes extra time, just remember that it’s better to properly identify and understand the problem you aim to solve rather than solving the wrong problem.

Hold a vote to prioritize solutions

If you’re fortunate, you’ll come to the end of your problem framing session with a wealth of possible solutions to choose from. But this can also be overwhelming. Which is the best course of action? How should you decide?

When faced with these questions, you could try creating a prioritization matrix . This simple tool allows you to quickly identify and weigh the most important factors when making a decision. These could include factors like risk, costs, benefits, and stakeholder interests. You can then place them on a matrix according to the criteria of your choosing, such as potential difficulty and potential impact.

Once you’ve narrowed down your solutions, you could hold a vote to further prioritize what you’ll work on next. Lucky for you, Mural comes with a built-in voting feature that makes this easy.

Hold better problem-framing sessions

Often used in the design thinking process , problem framing is an essential step for understanding the issues you need to solve and uncovering creative new solutions for addressing them. And it doesn’t have to be limited to the beginning of projects. As your projects change and evolve, problem framing can be a useful process for realigning your team and making sure they are staying focused on what matters most.

But you’re not doing it on your own. With its array of tools, templates, and features, the Mural platform is designed to help you at every step of the process: from the first sticky note, to the project’s last step in execution. 

Start designing with digital whiteboard platform or go ahead and dive into our library of templates . And don’t forget to let us know what you come up with!

Looking to level-up client engagements? Learn how to make client collaboration more engaging and personalized with this cheat-sheet.

Frequently asked questions on problem framing

What is the main focus of problem framing.

The main focus of problem framing is to define the problem accurately, understand its underlying causes, and identify its broader implications. It aims to provide a clear and comprehensive view of the problem, enabling teams to develop targeted and effective solutions.

What is the difference between problem statements and problem framing?

Problem statements simply state the issue at hand, while problem framing goes a step further by providing context, boundaries, and a deeper understanding of the problem's root causes and impact.

What are the main benefits of problem framing?

The benefits of problem framing include clear direction for the project, targeted and impactful solutions, user-centric design, fostering innovation and creativity, and improved problem-solving and decision-making. It ensures that organizations solve the right problems and achieve more successful outcomes.

David Young

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is design thinking a problem solving framework

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5 Examples of Design Thinking in Business

Business team engaging in design thinking

  • 22 Feb 2022

Design thinking has become a business buzzword that’s changed how companies approach problem-solving . Countless brands, including GE Healthcare, Netflix, and UberEats, have utilized design thinking to develop effective solutions to challenges.

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What Is Design Thinking?

Design thinking is a user-centric, solutions-based approach to problem-solving that can be described in four stages :

The four stages of the design thinking process: clarify, ideate, develop, and implement

  • Clarify: This phase involves observing a situation without bias. It leans into design thinking’s user-centric element and requires empathizing with those affected by a problem, asking them questions about their pain points, and identifying what they solved. You can then use what you learn to create a problem statement or question that drives the rest of the design thinking process.
  • Ideate: Begin brainstorming potential solutions. Take your problem statement or question and ideate based on patterns or observations collected in the clarify phase. This is the time to let your imagination and creativity run wild.
  • Develop: Develop potential solutions using the ideas you generate, then test, experiment with, and reiterate to determine which are successful and which aren’t. Be ready to return to the ideation or clarification stage based on your results. Stepping back in the process is common—and encouraged—in design thinking.
  • Implement: Finally, implement the solution you’ve developed. Again, it’s likely you’ll have to take a few steps back and reiterate your final solution, but that’s a central part of this phase. After several tests and edits, you’ll have a solution that can yield positive results.

Examples of Design Thinking

What does a properly executed design thinking process look like? Examining real-world examples is an effective way to answer that question. Here are five examples of well-known brands that have leveraged design thinking to solve business problems.

1. GE Healthcare

GE Healthcare is an example of a company that focused on user-centricity to improve a product that seemingly had no problems.

Diagnostic imaging has revolutionized healthcare, yet GE Healthcare saw a problem in how pediatric patients reacted to procedures. Many children were observed crying during long procedures in cold, dark rooms with flickering fluorescent lights. Considering this, GE Healthcare’s team observed children in various environments, spoke to experts, and interviewed hospital staff to gain more insight into their experiences.

After extensive user research, hospital pilots, and reiteration, GE Healthcare launched the “Adventure Series.” This redesign initiative focused on making magnetic resonance imaging (MRI) machines more child-friendly.

For example, the “Pirate Adventure” transforms MRI machines from dark, black holes to pirate ships with scenery of beaches, sandcastles, and the ocean. By empathizing with children’s pain points, GE Healthcare was able to craft a creative solution that was not only fun but increased patient satisfaction scores by 90 percent. This also yielded unexpected successes, including improved scan quality of pediatric patients, and ultimately saved customers time and resources.

Design thinking not only succeeds at finding effective solutions for companies but also at putting initiatives to the test before implementation.

When Oral B wanted to upgrade its electric toothbrush, it enlisted designers Kim Colin and Sam Hecht to help. The company’s request was to add more functions for electric toothbrush users, such as tracking brushing frequency, observing gum sensitivity, and playing music.

While clarifying the problem, however, Colin and Hecht pointed out that brushing teeth was a neurotic act for many people. Users didn’t want additional functionality and, in many cases, thought it could potentially cause more stress. Instead, they recommended two solutions that could improve user experience without adding gimmicks.

Their first recommendation was to make the toothbrush easier to charge, especially while users were on the road. Another was making it more convenient for users to order replacement heads by allowing toothbrushes to connect to phones and send reminder notifications. Both proposals were successful because they focused on what users wanted rather than what the company wanted to roll out.

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Although many companies have successfully used design thinking, Netflix has repeatedly leveraged it to become an industry giant. During the company’s inception, its main competitor, Blockbuster, required customers to drive to brick-and-mortar stores to rent DVDs. The process was the same for returns, which was a major pain point for many. Netflix eliminated that inconvenience by delivering DVDs directly to customers’ homes with a subscription model.

While this revolutionized the movie industry, Netflix’s real success has been in its innovation over the years. For example, when the company realized DVDs were becoming outdated, it created an on-demand streaming service to stay ahead of the curve. This also inadvertently eliminated the inconvenience of having to wait for DVDs.

Subsequently, in 2011, Netflix took its design thinking one step further and responded to customers’ need for original, provocative content that wasn’t airing on traditional networks. Later, in 2016, it improved its user experience by adding short trailers to its interface. Each of Netflix’s major updates was in response to customers’ needs and driven by an effective design thinking process.

Another household name, Airbnb , started by only making around $200 a week. After some observation, its founders recognized that the advertising pictures hosts were posting online weren’t of a high enough quality, which often deterred customers from renting rooms.

To empathize with customers, the founders spent time traveling to each location, imagining what users look for in a temporary place to stay. Their solution? Invest in a high-quality camera and take pictures of what customers want to see, based on their travel observations. For example, showing every room rather than a select few, listing special features like a hot tub or pool in the description, and highlighting the neighborhood or areas in close proximity to the residence. The result? A week later, Airbnb’s revenue doubled.

Instead of focusing on reaching a bigger audience, Airbnb’s founders used design thinking to determine why their existing audience wasn’t utilizing their services. They realized that rather than focusing on traditional business values, like scalability, they needed to simply put themselves in users’ shoes to solve business problems.

5. UberEats

The go-to food delivery service app UberEats attributes its success to its ability to reiterate quickly and empathize with customers.

A prime example of this is UberEats’s Walkabout Program , where designers observe cities in which the company operates. Some elements they inspect are food culture, cuisine, infrastructure, delivery processes, and transportation. One of the innovations that came from their immersive research is the driver app, which focuses on delivery partners’ pain points around parking in highly populated urban areas. To address this, the driver app provides step-by-step directions from restaurant to customer to ensure smoother delivery processes.

Understanding that pain points vary between geographic locations helps UberEats implement effective upgrades to its service that solve problems in specific locations.

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Practice Design Thinking

While these examples illustrate the kind of success design thinking can yield, you need to learn how to practice and use it before implementing it into your business model. Here are several ways to do so:

  • Consider the Big Picture

In the examples above, it’s easy to say the solutions are obvious. Yet, try taking a step back to reflect on how each company thought about its customer base’s perspective and recognized where to employ empathy.

  • Think Through Alternative Solutions

This is a useful exercise you can do with the examples above. Consider the problem each company faced and think through alternative solutions each could have tried. This can enable you to practice both empathy and ideation.

  • Research Each Company’s Competitors

Another helpful exercise is to look at each company’s competitors. Did those competitors have similar problems? Did they find similar solutions? How would you compete? Remember to walk through the four design thinking phases.

Design thinking is a powerful tool you can use to solve difficult business problems. To use it successfully, however, you need to apply it to problems both big and small.

If you want to learn more about design thinking, explore our online course Design Thinking and Innovation —one of our online entrepreneurship and innovation courses —for more real-world case studies and opportunities to practice innovative problem-solving in your career.

is design thinking a problem solving framework

About the Author

A Systems View Across Time and Space

  • Open access
  • Published: 13 April 2023

Design thinking as an effective method for problem-setting and needfinding for entrepreneurial teams addressing wicked problems

  • Rahmin Bender-Salazar   ORCID: orcid.org/0000-0002-5783-6314 1  

Journal of Innovation and Entrepreneurship volume  12 , Article number:  24 ( 2023 ) Cite this article

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Organizations in a wide array of fields and disciplines are increasingly using design thinking as an innovative process to create products or services that address wicked problems in their industries. Design thinking, a method of creative and collaborative problem solving originating in the tactics of designers, is a product design and development process that is, more and more, being used as a tool to move innovation forward and structure creation processes in diverse disciplines, from product development to food creation to social science research. Increasingly design thinking has become popular beyond the confines of creative and design disciplines and into the realm of wicked problems in social and ecological systems. While design thinking has many forms and applications, this study uses a refined version built upon the key themes of inspiration, ideation, and implementation as defined by Tim Brown, CEO of IDEO (2009), and situates it within the social science discipline—namely, systems thinking, organizational learning, and action research. Through a distilled design structure this flexible methodology combines insights from organizational development, social psychology, systems theory, and design research. By embedding learning and reflective practices into the structure of design thinking, a hybrid model of design thinking emerges that is a more effective tool for framing, setting in context, and solving these types of problems within teams.

From large private companies to small NGOs, academic institutions, and government entities, all are striving to learn about and create innovative services, products, and experiences that address the problems the relevant stakeholders in their industries face. Design thinking, a methodology for problem solving that has its origins in designers’ approaches, tactics, and needs to make this multi-disciplinary process explicit (Gregory, 1966 ), has increasingly emerged in recent decades as a powerful method to drive the innovation process in the pursuit of improvement. Design thinking, as described by the emerging management and innovation scholar Michael Luchs, is “…a creative problem-solving approach—or, more completely, a systematic and collaborative approach for identifying and creatively solving problems” ( 2015 , p. 1). Design thinking’s holistic approach to stakeholders and systems, coupled with its participatory nature, has made it an approachable technique to use beyond the fields of art, architecture, engineering, and technology that traditionally have design disciplines. The theories and practice of design thinking have grown in popularity and have been more heavily used in the academic discourses on management and in the business industry over the past several decades. Thus, this discipline has emerged as a problem solving tool beyond the traditional confines of design (Johansson-Sköldberg et al., 2013 ).

This leads to the following research question: to what extent does the application of design thinking, tasked with addressing wicked problems, represent an effective means for team problem setting and problem solving in organizations?

To fully grasp the concepts discussed in this proposal, it is helpful to clarify a few definitions before proceeding. Wicked problems: these are difficult and challenging problems, which appear in all fields and organizations; the most complex, multifaceted, and intractable problems with systemic impact are referred to as wicked problems (Churchman, 1967 ; Rittel & Webber, 1973 ; Roberts, 2000 ). Organizations: This term is defined as “social units (or human groupings) deliberately constructed and reconstructed to seek specific goals” (Etzioni, 1964 , p. 3) and, in this study, they are defined as seeking to solve problems through the creation of a new product or service. Design thinking: The definition of design thinking in this study can be simply understood as the use of methods and research practices to solve problems that are traditionally not in the fields of design, architecture, or engineering.

A brief history of design thinking

Design thinking was evangelized and popularized by IDEO beginning in the early 1990s (Brown, 2009 ); however, it existed in the academic discourse much earlier in various forms. To understand the current and evolving use of design thinking, a historical review of this process is beneficial. Specifically, it is essential to examine the early work examining designers’ practice and research, occurring in the latter half of the twentieth century, by the parents of modern design thought: Lawson ( 1980 ), Rowe ( 1987 ), Archer ( 1979 ), and Cross ( 1991 ).

An initial push to make a more rigorous discipline out of design thinking sprang from what Michael Barry and Sarah Beckman—current researchers exploring learning in design thinking—refer to as “…a need to make design thinking explicit and a need to embrace the many disciplines that are engaged in some way with design” (Beckman & Barry, 2007 , p. 26). The movement towards an explicit design method began in the 1960s, which would later be referred to as the first generation, and the subsequent movement in the 1970s and 1980s, known as the second generation (Rittell, 1984 ). This second generation of design thought began to emphasize the social aspects of design, by including active participants in the process (Beckman & Barry, 2007 ).

As described by Archer, “there exists a designerly way of thinking and communication that is both different from scientific and scholarly methods of enquiry when applied to its own kinds of problems” (Archer, 1979 , p. 18). This assertion from Archer accents not only the thinking aspect but the unique way of communicating used by designers applying the design thinking method towards problem solving. Similar to this, Cross explains that the design thought process is a research practice and a way of processing information, described as “designerly ways of knowing” ( 2001 ), that is an independent methodology with rich theory and should not be dependent on social science theory ( 2007 ). These two scholars lay the groundwork for design thinking to emerge as a distinct discipline for tackling problems in a myriad of disciplines.

In addition, Rowe outlined a systematic design process to problem solving that emphasized the role of the designer to address the needs of the client ( 1987 ). He described this user-centered process as design thinking, which was one of the earliest uses of the term. In Rowe’s design thinking process, a designer intervenes in a client organization; interprets the evidence gathered through quantitative and qualitative investigation; and makes an effort to address the challenges presented in the form of a product or service. In Lawson’s work, the process of design thinking, though not explicitly called that, is explored as a process that utilizes experimentation and information gathering tactics to tailor products ( 1980 ). Lawson’s definition predates Rowe’s use of the term of design thinking but similarly focuses on the designer’s expert role in assessing the needs of a client and testing possible solutions. This process is a tool that designers can masterfully use, informed by their expertise and designerly ways of knowing (Cross, 2001 ), to ultimately solve challenges that often fall into the definition of wicked problems. Rowe and Lawson focus on the intrinsically unique features of design thinking, with an emphasis on how the use of data gathering and testing make it an ideal tool for finding appropriate and optimal solutions.

These foundations of design thinking led us to Tim Brown’s definition of three overlapping, sometimes non-sequential elements—inspiration, ideation, and implementation—as outlined in Change by Design ( 2009 ) and popularized by IDEO. This simple structure serves as the foundation in which to organize the foundational theories for the proposed method in this article. This definition of design thinking is informed by the work of Lawson ( 1980 ), Rowe ( 1987 ), Archer ( 1979 ), and Cross ( 1991 , 2001 ). This foundational design method is broadly defined as the three key elements can be repeated, can overlap, and can be non-sequential (Brown & Wyatt, 2010 ).

Design thinking adapted towards addressing wicked problems

For this exploration of design thinking’s effect and innovative potential in addressing wicked problems, it is essential to understand the corresponding academic discourse and how it has evolved with design thinking. The theory was first described in an editorial by management theorist Churchman ( 1967 ) as a reaction to the term, first coined by Horst Rittel. The article was an exploration of these difficult, virtually unsolvable problems in the management science discourse and responsibility of society and academia to accept their intractability and find innovation solutions to live with them (Churchman, 1967 ). This first formal definition of the concept was further expanded with more defined parameters with the article of Rittel and Melvin Webber in 1973 as uniquely complex problems. Rittel and Webber’s ( 1973 ) work framed wicked problems within the context of social policy planning, where problems are often not clear, and contrasted that with problems in mathematics and chess, where there are clear cut solutions. As stated by modern theorists Brian Head and Wei-Ning Xiang, “…the ubiquity of wicked problems is the norm, and present in almost every pressing issue area that matters to human society today…” ( 2016 , p. 1). This description describes the growing relevance and prevalence of wicked problems on human systems and how it has grown in importance from its inception.

Herbert Simon, a pioneer in design research and artificial intelligence, wanted to use a design approach, in the vein of the one described above, as a unique discipline, to tackle “ill-structured problems,” which he described as problems with undefined characteristics ( 1969 ). Simon described his approach to design as a means of “…devising artifacts to attain goals…” (Simon, 1969 , p. 114), which continued a trend of describing design as a solution making and transformative process. This interpretation of design thinking continued to gain momentum amongst theorists and practitioners throughout the twentieth century, which resulted in design thinking as a methodology becoming synonymous with problem solving, especially as a multidisciplinary practice for framing wicked problems (Buchanan, 1992 ). Design thinking as a method to solve problems outside the creative domain began with Herbert Simon, who applied design methodologies to science and his field of artificial intelligence ( 1969 ). This movement of applying the design thinking discipline to fields not traditionally associated with design continued with the product development process used by IDEO, know as Human Centered Design or HCD (Brown, 2008 ; IDEO, 2011 ). The degree of client participation and at which stages of the process vary between methods, but they agree on a key area of design thinking—that the client or product user is the primary focus.

As design thinking moves beyond the traditional creative sphere and enters the realm of addressing wicked problems across a wide spectrum of topics, the discipline is enriched by the rigorous research practices that the social sciences have to offer. The stand-alone discipline of design thinking explored in this article integrates some of the social science methodologies to effectively adapt to the new terrain of designing for social systems. Specifically, this discipline is informed by systems theory (Bertalanffy, 1969 ; Dentoni et al., 2023 ; Meadows, 2008 ; Senge, 1996 ), organizational learning (Argyris & Schön, 1978 ; Kolb, 1984 ; Senge, 1990 ) and action research (Lewin, 1946 ).

Design and systems

Systems are an essential element to implementing a design thinking process that addresses wicked problems, because they allow the designer to see a more expansive view of the problem. To understand how to design a specific product or service, the designer often analyzes the various systems that are involved, such as social, technological, ecological, or political systems. By understanding the inner workings of these systems and collaborating with relevant stakeholders, a designer can co-create a product or service that acts as a targeted intervention to improve the system. This perspective has its origins in general systems theory, formulated by biologist Ludwig Von Bertalanffy ( 1969 ), which expands the understanding of systems beyond science and analyzes all systems in an intricate, open, and holistic manner. The majority of design thinking approaches are human-centric perspectives on general systems theory in that they focus not only on the systems involved with a specific intervention but also on how the different systems interact with each other. Though most design thinking processes are human-centered, they are not exclusively focused on social systems, because the ecological and built environment are also considered. Expanding on this viewpoint is organisimic theory (Goldstein, 1995 ), which emphasizes human interconnectedness—that humans are intrinsically and inextricably intertwined with the natural environment and the ecological systems therein. In addition, Barry Commoner, in his work The Closing Circle , further stated that everything in living systems is connected to each other and what has an effect on one affects all (Commoner, 1971 ). These ideas inform systems thinking (Dentoni et al., 2023 ; Senge, 1996 ), which is an application of systems theory to interpret the intertwined and dynamic interactions among multiple interdependent elements to inform possible interventions. This approach to interconnected systems informs the design thinking approach through the very foundation of the process—placing the human at the center of the research and looking at all the ways this individual connects with the product, service, or system.

Design thinking to stimulate learning

The principles of design thinking are human-centered, that is, the results are specifically tailored to the end-user, and are created using a process of collaboration, active engagement, and reflection (IDEO, 2011 ). This process can be further explained using the double loop learning theory (Argyris & Schön, 1978 ), which informs how reflective practice foundationally builds on learning. Double loop learning involves single loop learning—repeated attempts to address the same issue with the same method—while additionally engaging in reflective practice to learn from past performance and emphasize repeat attempts to refine approaches (Argyris & Schön, 1978 ).

David Kolb, a scholar in learning science, similarly, outlines an experiential learning model ( 1984 ) rooted in social psychology, which focuses on concrete action, learning from experience, reflection, and experimentation. This theory involves an axis of learning with the y -axis containing two opposing methods of processing experience and an x -axis of opposing methods of transforming experience. This axis of learning can be seen in Fig.  1 , and display experience processing in learning from a spectrum of concrete examples as one extreme and abstract conceptualization of ideas as the opposition. The processing of information is similarly balanced that with two opposing methods of transforming experience (Beckman & Barry, 2007 ; Kolb, 1984 ). The two diametrically opposed information transformation processes include reflective observation on one end and active experimentation on the other (Beckman & Barry, 2007 ). In simple terms, the process as seen in Fig.  1 shows two forces of learning that of processing reality and transforming it within each there is a tangible and intangible component. The work of Kolb, Argrys, and Schön increase the potential to learn from the design thinking process with rapid prototyping practice—reacting and changing the product, system, or service based on reflective practices and adapting based on those reflections. Rapid prototyping is influenced by social learning models, which emphasize interaction in learning and the importance of experimentation with both thought and action.

figure 1

Kolb Learning model as adapted from Beckman and Barry ( 2007 ), Kolb ( 1984 ) and Kolb and Kolb ( 2005 )

Charles Owen, a design academic from the Illinois Institute of Technology who has advocated for design as an engine for innovation ( 2006a ), builds on the prototyping practice from Kolb, Argrys, and Schön. Owen theorized that the design process has discernable phases that, while often not in order, generally begin with the analytic research stage and end with the synthetic experimentation and creation stage (Owen, 1993). This innovation model begins with creating ideas and concepts from research and then applying them to experiments for testing. When used through the lens of learning, this proposed process, as illustrated in Fig.  2 , begins to take shape as a non-sequential, innovative method to interpret and address complex problems. This process is illustrated in the work of Beckman and Barry ( 2007 ) who combined the elements of Owen ( 2006b ) in a simple vestige of two axes and four quadrants. In this prescribed and infinitely repeatable process, concrete analysis brings about observable research that can then be applied to abstract analysis, that is, frameworks and theories. Finally, this leads to abstract synthesis, which is the creation of ideas that can be clearly synthesized to become concrete solutions.

figure 2

Innovation process as adapted from Beckman and Barry ( 2007 )

Using design thinking in concert with action research

Design thinking, as described by Owen, seeks to form knowledge through action (1997), which is similar in style and approach to Action Research (Lewin, 1946 ) in the social sciences. Action research was first created for researchers to take a participatory and active role in their studies to mold and guide their experience (Lewin, 1946 ), which echoes the role of the designer in a design thinking process. The designer or researcher needs to take account of their subjects and make observations, which is a traditional research paradigm while also understanding their impact as a participant in the process. In addition, reflective practice (Argyris & Schön, 1978 ) is a means to review and learn from past experience, and with this tool, a designer or researcher is able to build on observations of the research subject or client and create the best solutions for them. A similar approach to the use of knowledge aggregated from observations and reflective practice, is the needfinding model, which is an exploration of addressing the needs of a particular subject and working to create a solution tailored to solve this problem for them (Faste, 1987 ). Needfinding in design thinking does not occur as a sequential step after reflection and observation, but rather as a method to guide both of those processes to address the needs of the intended client or product user. Similarly, in action research, needfinding is necessary for the researcher to undertake to gain context of motivations of organizations and individuals involved. In action research, the subject and researchers are all participants and collaborators in the change process and its essential to understand their needs in this context, which parallels the collaborative and solution creating work of a designer.

Schön described design, in its traditional form, as a tacit process with designers’ knowledge that is difficult to transfer or explain ( 1983 ). This situates designers as having specific expertise that is difficult for those without the professional know-how to comprehend or utilize. Design thinking seeks to clarify the discipline of design into a process more akin to implicit knowledge (Nonaka & Takechi, 1995 ), allowing design expertise to be disseminated to a larger audience, including both the designer and the client or product user. This implies that the interaction between the designer and the client is a reciprocal transaction or a communication between interacting components and systems (Germain, 1991 ; Luhmann, 1995 ). This interactive method represents the action research process, where both parties contribute to the creation process, with the designer leading the exercise. The change desired in the design thinking process, rather than research study, is an output in the form of a product or service made in collaboration with the client.

This approach to learning is common within design in that it is meant to create the ideal solution through experimentation, iteration, and continually learning from both. Using participatory action research, that is focusing on rapid learning, repetition of the practice-driven design thinking framework, and reflection, is essential for innovating and solving wicked problems (Argyris & Schön, 1991 ; Lewin, 1946 ).

Innovating through design thinking

Innovation, described as the “core renewal process” in an organization purposed with creating new products and services (Bessant et al., 2005 ), is the mechanism for addressing wicked problems. To innovate effectively to remain competitive, organizations have increasingly turned to the application of design thinking as a process for product development in recent decades (Johansson-Sköldberg et al., 2013 ; Lockwood, 2010 ). Design thinking-driven problem solving is a powerful and disruptive method that creates innovative products and services that seek to address these types of problems across diverse fields.

This article uses a foundational approach to design thinking-driven problem solving, which is, in essence, a flexible framework that does not adhere to a strict structure. Rather, it is able to ebb and flow within the design challenge and cater to the relevant stakeholders. As stated by Sydney Gregory in the seminal work The Design Method , “[the] design method is a pattern of behavior employed in inventing things…which do not yet exist. Science is analytic; design is constructive” ( 1966 , p. 6). Design, in this context, is used as an engine of product, system, and service creation that addresses individuals’ needs and challenges.

The design thinking process explained above can be considered an innovation process (Brown & Wyatt, 2010 ) and has a social learning component (Beckman & Barry, 2007 ). More specifically, this process can be defined as a problem setting method (Schön, 1983 ). Problem setting, as explained by design cognition scholar Willemien Visser is “…the process by which we define the decision to be made, the ends to be achieved, and the means that may be chose[n]” ( 2010 , p. 4). Problem setting is the first step towards innovation and tackling a wicked problem. By defining the problem and understanding all of the pieces that interact with it, one can begin to address, but not necessarily solve a wicked problem. To understand how to use design thinking as a method within this innovative problem setting process, one must understand the context of the current design thinking discourse.

Towards a refined design thinking model

Organizations are consistently looking for innovative ways to advance their products, profits, and goals, and design thinking, though not clearly defined, has emerged as a driving force to meet these challenges. Despite the varying definitions (Brown, 2008 ; Dorst, 2006 , 2010 ; Kimbell, 2015 ), there are enough similarities that describe the key elements of design thinking that bring it in line with other design and social science research methodologies. By combining a few of the fundamental elements into a hybrid model of design thinking, it can be used as a powerful tool to address wicked problems that organizations face. This method, as illustrated in Fig.  3 , brings together the elements of Charles Owen’s map of innovation ( 1998 , 2006a , 2006b ), Kolb’s experiential learning ( 1984 ), and Tim Brown’s three signature elements of the design thinking process ( 2009 ).

figure 3

Hybrid model of design thinking, which is a design process workaround with design thinking and innovation adapted from the work of Beckman and Barry ( 2007 ), Brown ( 2008 , 2009 ), Brown and Wyatt ( 2010 ), Brown and Katz ( 2011 )

The components of inspiration, ideation, and implementation (Brown, 2009 ) serve as the foundation of this hybrid model. Using Brown’s simplified construction could be interpreted as embracing the recent, popular versions of design thinking as a third or independent discipline. However, its approachable three-pronged structure provides a categorical separation between steps and meshes well with Owen’s concepts of innovation—the interplay of analysis and synthesis with abstract and concrete ( 1998 , 2006a , 2006b ). This powerful combination creates a streamlined and flexible framework, where innovation can occur in a non-sequential order, dictated by the needs of the problem. Interestingly, Archer foresaw this hybrid approach when he stated, “time is rapidly approaching when design decision making and management decision making techniques will have so much in common that the one will become no more than the extension of the other” ( 1967 , p. 51). Archer’s foresight in the above hybrid design approach is in line with his third-way ( 1979 ) thought process but differs in that this design discipline works in concert with social science instead of wholly separate from it. Using this innovative hybrid design thinking model, wicked problems can be quickly identified and addressed, with an outlook towards finding specific solutions to fit users’ needs.

Research design

Building on the theoretical model, based on the literature review above, a case study was undertaken to better understand the model in practice. The case study used a participatory design thinking exercise with a cohort of students enrolled in an applied entrepreneurial Masters-level course at Wageningen University. This course was targeted at students interested in entrepreneurship and circular economy, and worked with eight student teams that were developing business ideas using renewable materials in garment production. Disruptive innovation—a product, service, or approach that fundamentally upends the status quo of an industry or field (Christensen, 1997 )—serves as a lens in this case study to analyze the effect of design thinking on problem solving and concept development of the student teams’ entrepreneurial ventures The course was focused on circular economic systems, which seeks to reuse resources in a closed, infinitely repeatable loop, which is in contrast to traditional linear economic models that use finite resources and create waste (Geissdoerfer et al., 2017 ). The Ellen MacArthur Foundation, a leader in applying the circular transition, define the concept as the following:

A circular economy is an industrial system that is restorative or regenerative by intention and design. It replaces the “end-of-life” concept with restoration, shifts towards the use of renewable energy, eliminates the use of toxic chemicals, which impair reuse, and aims for the elimination of waste through the superior design of materials, products, systems, and, within this, business models. (Ellen MacArthur Foundation, 2012, p. 7)

Circular economy seeks to reduce humanity’s impact on the environment and climate by decreasing waste and using resources more efficiently, thus attempting to solve the wicked problem of negative human impact on the environment.

Creating a baseline

Participants in the study came from two types of academic backgrounds: a science-based one, and one rooted in the social sciences. There was an observable difference between each group in their ability to learn and apply design thinking. Students from a science-based background, such as environmental science or biochemistry, were able to learn and use design thinking concepts with greater ease than those with a social science, humanities, or management studies background. This noticeable difference may be attributable to the science-based students’ ability to mix and match frameworks as needed to find solutions to complex problems. For example, in physics, students have been taught to use one formula for one situation with its own set of variables, and another formula for another situation with a second set of variables. In other words, the situation dictates what tools are used. Similarly, in the hybrid model of design thinking, which the students were exposed to, specific elements are only applied in certain circumstances and situations. Thus, as design thinking contains elements of the scientific method, this may have resonated more with the science-based students’ usual ways of learning and applying methods.

The overall purpose of creating a baseline was to see what portion of the design thinking concepts had permeated in participants’ minds and how they described those concepts. As such, I used what participants shared as their interpretation or impression of design thinking in their own words. In many cases their descriptions were of a concept without the use of the concept name (e.g., prototype, ideation), and I compared these explanations with the concepts used in the hybrid model of design thinking in an effort to make connections where possible. The students displayed their knowledge of design thinking during the interviews and through the course by describing important elements of the process, namely, creating prototypes, building on failed attempts, and repeated reflection on the implementation of their ideas. To establish a baseline, it was not necessary for participants to use the exact names or descriptions of the design thinking concepts, as the real test of whether they understood these concepts and could apply them would be uncovered during the design thinking in action (DTiA) section of data collection.

This qualitative methods study, informed by design thinking, was conducted in three phases: Phase 1 consisted of an ethnographic observational study and Phase 2 consisted of a series of six interviews (see Table 1 ) with past participants to assess their knowledge of and ability to apply design thinking to a real world problem.

The purpose of these two phases was to collectively gather data to understand the relationship between design thinking and problem solving in a team. Specifically, the data from the two phases seeks to answer to what extent design thinking represents an effective method for team problem setting and problem solving of wicked problems in organizations. Once collected, the data was codified (see Table 2 ) into four major themes: (1) the interviewee’s personal motivation in life and vocational goals; (2) their professed knowledge in the aspects, uses, and approaches of design thinking; (3) the interviewee’s application of design thinking in a scenario; and (4) their assessment of the effectiveness of design thinking.

The research findings examine the research question, “To what extent does the application of design thinking, tasked with addressing wicked problems, represent an effective means for team problem setting and problem solving in organizations?" To answer this question, I used the four themes outlined above to conduct the data analysis, and the interpretation of the data will continue to follow these themes. For the interpretation, I split the four overarching themes into two categories. The first category incorporates the first two themes (personal motivation and knowledge of design thinking) and acts as a baseline to gauge, where the individual is academically and what design thinking concepts they have retained. This is useful information, because it paints a clearer picture of the participants’ individual characteristics, which I then paired with the second category of themes to understand whether these characteristics play a role in the participants’ application of design thinking to solve a wicked problem. The richest set of data comes from the second category. The latter two themes (application of design thinking and perceived effectiveness) are included in this second category as a way to analyze DTiA through role-playing scenarios, which gives insight into the participants’ practical knowledge and application of the hybrid design thinking model used for this experiment.

This DTiA exercise revealed three key features of the hybrid model, which combines behavioral science and traditional design methods to create a flexible and foundational model for addressing wicked problems. Three key aspects within the hybrid model that were particularly apparent in this second category were “problem setting”, “needfinding”, and “double-loop learning”. First, interviewees successfully applied problem setting by outlining all the necessary information that would be required to solve an assignment—in this case, the hypothetical scenario of working with Apple to improve the iPhone’s falling market share. Interviewees correctly prioritized the following: (1) setting up a component team to tackle the issue; (2) collecting data on competitors to compare best practices; (3) understanding the needs of potential and past customers; and (4) creating a process to experiment and iterate on failures. These priorities exemplify the hybrid model’s three central elements and how organizational learning, needfinding, and problem setting are key to the success of the model in addressing wicked problems. What’s more, the interviewees were able to link ecological systems, such as environmental value chains and social systems while looking at both consumers and stakeholders to put the question into context. Second, participants used needfinding to distinguish what aspects of the real world problem were most important to take into consideration when evaluating possible solutions. These aspects focused mostly on the needs of human and ecological systems that were involved with the problem. Third, participants used double-loop learning to test possible solutions to the problems they faced and made iterative changes based on the positive or negative results. Specifically, the interviewees showed how they questioned all of the parameters of the prompt and laid a plan for testing, retesting, and iteration of ideas.

This study’s findings suggest that the hybrid model of design thinking is an effective framework for addressing wicked problems. Namely, participants were able to recall various terms, such as “prototyping” and “ideation” when defining this hybrid model. Furthermore, they displayed implicit knowledge by successfully using aspects of the model, including “double-loop learning,” “iteration,” and “reflective practices,” to find solutions during the DTiA exercise. For example, Interviewee C specifically defined “prototyping” as “a method to create quick test solutions that can then be iterated upon and improved with future versions towards a suitable solution.” Being an explicit definition of this design thinking concept, it is clear that Interviewee C understood and retained the information learned during the course. By contrast, Interviewee A did not identify “prototyping” by name but displayed use of the concept during the role-playing exercise.

The course participants used design thinking in the formulation of their entrepreneurial ventures, which were created to address the wicked problem of environmental sustainability. Two groups of participants in particular, Epsilon and Zeta, used design thinking to address very specific problems they identified within environmental sustainability, which are outlined below.

Epsilon team’s use of the hybrid design thinking method

Epsilon’s innovative solution was developed in response to the lack of incubation spaces for sustainable entrepreneurs in Wageningen, Netherlands—that is, workspaces and offices, where like-minded entrepreneurs can work and have access to investors and experts to grow their businesses. The team focused on Wageningen specifically, because they had the most experience in this city, as students at the local university and as entrepreneurs who had attempted a previous venture here already. Note that this was the team’s second venture attempt for this study. They first explored how to grow a mushroom skin, related to the “living skin” research project, so that they could experiment with different types of coating to make the material waterproof. They planned to sell the waterproof coating to companies to make durable clothing, bags, or car interiors. Through experimentation and the prototyping process, the team tried to grow mushrooms but faced challenges with a lack of expertise and a space to grow the fungi. The team expressed frustration about these obstacles and through reflection realized that getting expert assistance and finding a space to experiment were essential to their success as a venture; however, perhaps, these were problems they could address. As such, the team shifted their focus to a new venture, which was to find an innovative solution to the lack of incubation spaces in Wageningen.

The team researched and tested their new venture concept of creating an organic, sustainably, and locally sourced café that is an office space for ventures in the city, has a network of experts to help entrepreneurs, and offers a location for entrepreneurs to sell and test their products and services. With this shift, the team then went to collect data and surveyed people around the city and the results showed that there was, in fact, demand from residents and sustainable entrepreneurs for this type of space and that Wageningen did not currently have any locations that met these entrepreneurs’ needs. Specifically, they found that a co-working space and having access to experts are actually crucial for entrepreneurs in the early stages of their ventures, because it allows them to test their ideas and learn from others as they iterate on better solutions. Similarly, the team itself was able to learn from the failure and challenges of their first venture attempt, which inspired them to address that problem directly with a different venture. Epsilon’s venture evolved to become a café, store, and incubation space for entrepreneurs in Wageningen that sought to create products or services that are environmentally sustainable and have closed-loop, circular waste streams. Their final venture concept included a plan for further development, testing, and iteration to continue learning as they grow and improve their products.

This team’s journey from one venture to another provides an exemplary use of the hybrid design thinking model. This shift embodies Argyris and Schön’s definition of double-loop learning, the students not only explored their original question related to their venture but also if it was the right question in itself. Argyris and Schön ( 1978 ) described the concept with the following metaphor:

Single loop learning can be compared with a thermostat that learns when it is too hot or too cold and then turns the heat on or off. The thermostat is able to perform this task, because it can receive information (the temperature of the room) and, therefore, take corrective action. If the thermostat could question itself about whether it should be set at 68 degrees, it would be capable not only of detecting error but of questioning the underlying policies and goals as well as its own program. That is a second and more comprehensive inquiry; hence it might be called double loop learning. (pp. 2–3)

I shared the metaphor above with the students during the beginning of the course, and this group exemplified double-loop learning in the selection and refinement of their venture. Team Epsilon showed their understanding of the context of a venture and how that can change the very nature of a proposed solution as it was for them, when they shifted the problem they focused on. Furthermore, their reaction to changing circumstance can be interpreted as the team displaying Schön’s ( 1983 ) concept of “reflection-in-action” (p. 79). The team struggled with their concept and made changes that ebbed and flowed with the challenges they faced, which in Schön’s definition would be part of the designer’s reflective “conversation with the situation.” Their use of double-loop learning in regard to building on lessons learned and changing approaches based on feedback led them to their new venture and guided how they continued to iterate and improve that new venture. Furthermore, they expertly displayed problem setting and understanding the context of a venture and how that can change the very nature of a proposed solution as it was for them, when they shifted their problem. The final project from this team was well thought out, fit to context and was an exemplary use of the hybrid model.

Zeta team’s use of the hybrid design thinking method

The Zeta team faced very different challenges in creating their venture. The team members, who came from diverse backgrounds and had varying interests and skillsets, came up with a plethora of ideas and had a difficult time choosing one idea to move forward with. The ideation and brainstorming process was not decisive or iterative, and the students expressed their frustration as the process rolled on without a clear venture in sight. The team worried that they had fallen behind and would not have enough time to complete all aspects of the project. With design thinking coaching by the researcher, the team was encouraged to refocus their efforts to think about any problem, not necessarily related to environmental sustainability, and see how they could collectively address it. Once they had decided on a problem, they could then begin introducing aspects related to reducing waste streams and circular economy in an organic way that would connect the problem they chose to the bigger, wicked problem of environmental sustainability.

The team used needfinding to find the requirements of the problem and then utilized framing and reframing to make their venture work in that context. This venture’s process exemplifies frame innovation, coined by Dorst ( 2015 ), which he describes as a “key entrepreneurial activity” (p. 149). The team shifted frames, from seeing their venture as a means to solve an aspect of environmental sustainability, to solving a real-world problem that can be connected to environmental sustainability. The Zeta team went through further consultation and began discussing one team member’s proposed problem based on her experience working with the United Nations (UN) on disaster recovery in Latin America. She described the problem of people needing quick housing when a disaster strikes; the logistic challenges of getting temporary, single use housing into the disaster area; and the waste the homes leave once they are no longer used. This discussion led the group to connect this issue to the “living skin” fungi material to create temporary housing that could be lighter weight, biodegradable, and reusable. This idea connects the problem posed within the problem of environmental sustainability, which was their task. Furthermore, this shift exemplifies an understanding of systems thinking and interconnectedness of social and ecological systems. Once the initial concept was developed, they began to refine the idea using team members’ expertise working in international development and aid as well as environmental sustainability. They then turned to the questions of how to make this into a venture and who would be their target audience. This process led them to brainstorm how they could balance the needs of potential clients (disaster response organizations), potential users (disaster victims), and the natural environment (ecological footprint). The team conducted surveys and found that potential clients would be interested in cost and scale of the potential solution, while potential users would be most interested in comfort and durability. Those considerations were then balanced with creating the minimalist ecological footprint and having a viable business model so the venture would thrive. They made two crucial decisions at this juncture: first, they decided not to manufacture the material but to source it from a third party, and second, they decided to structure their venture as a non-profit focused on the UN and disaster recovery agencies.

Using the design thinking concepts of rapid prototyping and reflection they were able to quickly figure out which ideas were working and abandon those that were not, which ultimately led to a venture they described as “living houses.” This iterative process they embodied shows the power of using design thinking for concept refinement. The team’s final venture concept was a not-for-profit organization that sourced biodegradable and reusable materials to create light-weight, temporary housing to be sold to NGOs, governments, and public international institutions for disaster victims around the globe. Their plan included next steps for further testing and iteration to improve the product and business model. In both cases, the Epsilon and Zeta teams used the hybrid design thinking model to problem set and problem solve as they set up and executed their ventures. This clearly helps address the central research question of the study by showing the utility of design thinking as tool for addressing wicked problems both in the internal venture creation process and the problem the venture sought to address, environmental sustainability.

Connecting team’s use of design thinking hybrid method to interview data

While these team examples provide evidence to support the positive impact of design thinking on problem setting and solving for wicked problems, the most interesting results came from the Phase 3 interviews that took place 1 year after completion of the course. During these interviews the participants were tasked with using the hybrid design thinking model in a theoretical applied scenario. Through these participant interviews, I was able to explore which features of design thinking they had internalized and how they might apply those to a real world problem. As explained in the following discussion, the participants’ ability to use design thinking concepts implicitly and explicitly over a year later shows that the concepts were adopted as a modus operandi, at least in part. As shown in the matrix in Fig.  4 , the participants all showed a high ability to apply the competencies regardless of their ability to define them as. In addition, the participants who did not recall the definitions were able apply the competencies to a higher level of specificity and knowledge than two out of the three interviewees that could.

figure 4

Matrix showing interviewees’ ability to define ( x -axis) and apply ( y -axis) on key design thinking competencie s

In the scenario with the interview, participants were tasked with describing the steps they would take to tackle the problem of declining market share of the iPhone. Without being specifically prompted, all interviewees included some form of waste reduction and environmental sustainability into their action plan in the scenario. Some causation for the inclusion of these environmental themes could be the students’ backgrounds, their association with the course’s focus on this particular wicked problem, and/or a general growing awareness of the global climate crisis. That said, their ability to connect a problem to a deeper, wicked problem demonstrates their use of the competencies of system thinking and problem setting from the hybrid design thinking model. They were able to place a practical task within a wider context and connect it with wicked problems involved, such as climate change and electronic waste.

Much like in the case of the Zeta team described above, any seemingly unrelated problem can be used as a gateway to begin discerning the mechanics needed to address a specific, wicked problem, which will lead to creating experimental solutions that can be further tested. Furthermore, the participants were able to identify, in name or description, the three core elements of the hybrid design thinking model—inspiration, ideation, and implementation—and delineate corresponding activities for each while also explicitly and implicitly describing design thinking’s approach to solving wicked problems. The participants’ perception of and demonstrated application of design thinking elements in their problem solving procedure in the interview sheds light on the effectiveness of design thinking as a problem setting and solving tool. This suggests that the participants embraced design thinking, specifically the three-pronged hybrid model that melds design methodologies and behavioral science, as a useful process for problem solving. More important than the interviewees identification of the steps of the model, was their application of problem setting and problem solving strategies that follow the three main elements of design thinking. Participants were able to show the use of brainstorming (inspiration), prototyping (ideation), and iteration (implementation) in various ways and interchangeably. This nimble and engrained use of the concept shows its effectiveness as a problem setting and problem solving tool as well as its impact on users.

Connecting findings to the existing literature

This study was informed by a literature review which examined the history, theories, and application of design thinking in addressing wicked problems. In this study, design thinking is considered a “third discipline” or independent area of study that applies behavioral science and design methodologies to a proposed hybrid model. This hybrid design thinking model strengthens typical design methodologies by including (1) systems thinking, taking into account interconnectedness of ecological and social systems; (2) organizational learning, using double-loop learning, reflective practice, and iterative prototyping; and (3) elements of action research, such as collaborative and cyclical feedback with designer and client. This integrated process is particularly pertinent when working on problems beyond traditional design, for it lends a structural framework to behavioral science research using the three phases of ideation, prototyping, and implementation. In the hybrid design thinking model, behavioral and organizational considerations are not merely optional, but rather an essential element that works in congress with design methodologies.

As outlined above, the findings of this study are in line with the literature and research that indicate that design thinking is a potent tool for addressing wicked problems. By their nature, wicked problems are intractable and complex, so when testing ways to solve them effectively the method must be able to adapt with that nature. Specifically, this research suggests that design thinking represents an innovative process uniquely equipped to address wicked problems through its use of “problem setting.” That is, the effective use of needfinding—looking for solutions for relevant stakeholders—and double-loop learning—applying iterative knowledge and testing assumptions while doing. Although the participants in this study represent a very small treatment group in a specific educational setting focused on tackling environmental wicked problems, there is potential to test this experiment more broadly in educational settings focused on a variety of wicked problems.

Implications for future research

There are four overarching implications that result from this study that academic researchers and practitioners should take into consideration when exploring how to use design thinking as an effective method to address wicked problems. First, future research should conduct experiments using design thinking to address wicked problems that occur within other thematic areas, such as gender inequality, wealth distribution, employment with new technologies, and religious tensions, among others. Second, future research should test a variety of team compositions and study settings beyond that of a university. For example, team members could be part of a research institution, corporation, government, or NGO, and studies could be conducted within those organizations or across disciplines. Third, future research should explore what other aspects of design thinking are effective and learn why they are or are not successful in tackling wicked problems. Fourth, future research should test the hybrid design thinking model’s effectiveness using other forms of design thinking as a control. Finally, beyond academia there are implications of this study for professional practice. Gleanings from this study and use of the hybrid model in the field can occur immediately if used as an adaptable and editable tool for problem solving. This can be used in NGO’s, governments, universities and companies working on wicked problems in their work.

Limitations

This was a qualitative methods study that included a participatory design exercise focused on students enrolled in an entrepreneurship and circular economy course, where they were tasked to use design thinking as a method for creating innovative solutions to the wicked problem of environmental sustainability. While designed to examine how effective design thinking is for setting and solving wicked problems for teams, there is a clear limitation of its application on settings outside education, such as in business and practices outside of academia. Although the course was hands-on, involved the creation of a nonprofit or for-profit business, and was team-based, it still took place in an educational setting rather than in the open marketplace. In addition, this study unfolded in a European context and specifically within the Netherlands, which limits its scope further. As stated earlier, there are wider implications for this data beyond being held in an academic setting that influence the results and potential uses of design thinking. As stated above, future studies should be conducted with teams outside of academia who are tackling different wicked problems other than environmental sustainability. Different results could occur in different settings and problems and future research can explore those possibilities.

Beyond the components of the research, this study had limitations with time, as it had to be carried out during a specific semester and was dependent on student availability. In addition, due to university considerations, including the time needed for proposal review and IRB approvals, there were delays in conducting the interviews which were originally set for May 2018, but were carried out in December 2018 and January 2019. However, this allowed for a shift in focus of looking at how the knowledge and practice of design thinking remained implicitly and explicitly in the interviewees’ problem solving practices. A final limitation is that this study was a doctoral dissertation, which means it had a limited budget and a specific time period in which it was required to be completed.

Final thoughts

Analysis of designers’ thinking and doing has been explored for over a half century, and design thinking, in particular, has evolved over the last three decades from a process only used by designers to more expansive use. Along with the expanded use of design thinking is the rightful criticism, skepticism, and curiosity with the approach, which can offer an opportunity for further refinement and transdisciplinary use. This evolution has expanded design thinking from traditionally creative fields to help create products to practical, ergonomic and aesthetic standards to being used by governments, social policy researchers, non-governmental organizations, and many more to solve societal problems and the most difficult among them, wicked problems. The hybrid design thinking model strengthens design methodologies with systems thinking, organizational learning, and action research, which can help deepen and inform the design methods when working on problems beyond traditional design. IDEO’s popularized design thinking process with the three elements of inspiration, ideation, and implementation provides a structure that can be used as a basis to add insights and tactics from social sciences—namely, systems thinking, organizational learning, and action research—and designer’s methods more broadly. Systems thinking offers an opportunity for teams to zoom out and have a macro view of the dynamic, interconnected elements of the wicked problem they seek to address through iterative solutions and reflection. Organizational learning offers a posture of learning which can strengthen the iteration, testing, and reflection processes in design thinking. Finally, action research informed practice with design thinking enables teams to be active participants, researchers, and designers in finding possible solutions to wicked problems. Design thinking when applied to solving problems in an entrepreneurial education setting will add to the effectiveness and innovative nature of the solutions created. Through creative brainstorming, experimentation and reflection being integrated into the creation of entrepreneurial solutions to wicked problems there is great potential ramifications beyond educational settings, such as industry, government, and civil society.

Availability of data and materials

The data and materials used in the research are available through the ProQuest dissertation database as part of graduation requirements for the PhD at Fielding Graduate University.

Abbreviations

Design thinking in action

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Acknowledgements

Thank you to Wageningen University & Research and Fielding Graduate University for the opportunity to conduct this research in an entrepreneurial classroom setting. Ethical Approval through institutional review board (IRB) is detailed in Appendix B . This work was completed as part of doctoral research of Rahmin Bender (-Salazar) conducted for the Fielding Graduate University and at Wageningen University & Research and published with ProQuest as part of graduation requirements.

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Appendix A: Interview Protocol—November 2018

[To open the conversation a bit of small talk and catching up with the former student, what they have been up to and what do they have planned next and this lines up to the informal questions below (in no particular order).]

Welcome and thank you for this time and to explore some of these concepts with you and get your perspective. Now that you have completed the Design Thinking course, I would like to explore with you whether, in your future career, you would consider design thinking as a way for teams to tackle difficult problems, and any ideas you may have on the subject. This is not designed in any way to test your knowledge about design thinking, or to reflect on how you did in class. I would simply like to understand whether, with what you’ve learned, you feel that design thinking is a good way to tackle tough problems, and how you would go about doing that.

Questions to warm up and understand context—5 ~ min

What is your major/main subject of study?

How do you want to use your education and what do you want to do as your vocation?

Design thinking and problem solving—40 min

[The purpose of the first question is to begin to brush on problem setting and begging the design thinking process, the parameters and elements. The goal is to solicit data from participants through storytelling and their thoughts on the topic.]

Can you tell me a story about your experience with design thinking in the class that you thought was memorable?

Are there other examples of things that struck you about design thinking?

What is it about the design thinking approach that you like the most?

Is there anything that you don’t like, or would do differently?

Let’s do some role playing. Let’s say, tomorrow you get hired by Apple to be the head of their new development team. They have a serious problem: the iPhone has reached a saturation point. You are tasked to come up with an entirely new set of functions that will totally reinvent the iPhone. How would you go about doing that, if you were using the design thinking approach? If you can, break it down using the three-phase hybrid model we discussed: Ideation-Prototyping-Implementation.

Is there anything about design thinking you feel you need to know more about, before you could confidently begin to use it?

Wrap up—10–15 min

So in sum, do you think design thinking a good method to produce disruptive innovation, or would you use other methods?

Does design thinking need to be adapted to the fast pace of disruptive change today?

Appendix B: Ethical Approval for Research—April 2018

figure a

1) IRB Approval Information

Name: Rahmin Bender.

IRB#: 17–1107

Title: Applying Design Thinking and Practice to team projects seeking to create regenerative and sustainable products to address the wicked problem of sustainable garments

Faculty: Fredrick Steier.

Type: Title Change and General Revisions.

2) Study Summary

The dissertation project seeks to explore through participatory action research, how the application of design methods to address wicked problems represents a disruptive innovation in the process of solution creation and if so or not, to what extent. The disruptive innovation is framed within the context of the Netherlands, the public University education system and the field of sustainable fashion and garment production. The specific context of this study will be at Wageningen University and Research in the Netherlands working with student teams creating business ideas, using design thinking and aligned methods, with the renewable materials in garment production. The forty Masters students in a circular economy course will be split into eight teams that will work with designers using these materials to create business and product concepts using design thinking processes facilitated by me.

3) Revision Checklist

I. Change title to: Applying design thinking to entrepreneurial learning spaces purposed with addressing wicked problems.

Title changed to emphasize more on the application of design thinking on the learn space and how it addresses the wicked problem, rather than focusing more and more on the

II. Change question 2 element (c) from “(c) how design process impacts team dynamics of product creation team” to (c) how design process impacts the co-creation of the entrepreneurial learning space.

Question changed to focus additionally on how using the design process not only impacts the outputs of the course but the course itself.

III. Change question 3’s following elements.

Change this bullet: “World Café held after the course to accumulate data and feedback from participants and put into context with the notes.”

New Text: Changed to Design Charrette held after the course to accumulate data, feedback and put notes into context through a participatory designing of future iterations of the course.

Change this bullet: “Depending on IRB is performed data collection will be focused on the World Café portion that will be held in January post course and the course and work will be looked at historically.”

New text: IRB includes data from the course that ended in the end of 2017 as well as data from the participatory design workshop titled a design charrette occurring in 25 April 2017.

Add the following bullet

Design-based Research informed by action research and design thinking will serve as the research method for analyzing the historic data from the course and data collected in the design charrette to address the research questions posed.

The above changes are made to reflect a change from a World Café method to a more intimate design charrette. This change was made because of difficulty getting a large enough participation for a World Café to work, ideally 20 or more people. The design charrette will use the same research element but be in a smaller setting, which will allow for more interaction. Finally, the addition of design-based research to emphasize the element of the entrepreneurial learning space and how that was actively formed and influenced by the use of design methods.

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Bender-Salazar, R. Design thinking as an effective method for problem-setting and needfinding for entrepreneurial teams addressing wicked problems. J Innov Entrep 12 , 24 (2023). https://doi.org/10.1186/s13731-023-00291-2

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is design thinking a problem solving framework

Stage 2 in the Design Thinking Process: Define the Problem

Once you’ve empathized with your users, you can move on to the second stage of the design thinking process and define the problem your users need you to solve..

If you’ve read our introduction to User Experience (UX) Design , you’ll know that UX is essentially about solving the problems that prevent users from accomplishing what they want to do with our product.

Before you can go into problem-solving mode, however, there is one very crucial step that you need to complete—one that will shape your entire design project from start to finish. In the Design Thinking process , this step is what’s known as the “define” stage.

As the second step in the Design Thinking process, the define stage is where you’ll establish a clear idea of exactly which problem you will solve for the user. You’ll then shape this into a problem statement which will act as your northern star throughout the design process.

In this guide, we’ll tell you everything you need to know about this stage in the Design Thinking process, as well as how to define a meaningful problem statement.

Here’s what we’ll cover:

  • What is the define stage and why is it necessary?
  • What is a problem statement?
  • How to define a meaningful problem statement
  • What comes after the define phase?

Before we dive in, though, if you’d like an overview of the entire Design Thinking process, check out this video:

1. What is the define stage and why is it necessary?

As the second step in the Design Thinking process, the define stage is dedicated to defining the problem: what user problem will you be trying to solve? In other words, what is your design challenge?

The define stage is preceded by the empathize phase , where you’ll have learned as much about your users as possible, conducting interviews and using a variety of immersion and observation techniques. Once you have a good idea of who your users are and, most importantly, their wants, needs, and pain-points, you’re ready to turn this empathy into an actionable problem statement.

The relationship between the empathize and define stages can best be described in terms of analysis and synthesis. In the empathize phase, we use analysis to break down everything we observe and discover about our users into smaller, more manageable components—dividing their actions and behaviour into “what”, “why” and “how” categories, for example. In the define stage, we piece these components back together, synthesising our findings to create a detailed overall picture.

Why is the define stage so important?

The define stage ensures you fully understand the goal of your design project. It helps you to articulate your design problem, and provides a clear-cut objective to work towards. A meaningful, actionable problem statement will steer you in the right direction, helping you to kick-start the ideation process (see Stage Three of the Design Thinking process ) and work your way towards a solution.

Without a well-defined problem statement, it’s hard to know what you’re aiming for. Your work will lack focus, and the final design will suffer. Not only that: in the absence of a clear problem statement, it’s extremely difficult to explain to stakeholders and team members exactly what you are trying to achieve.

With this in mind, let’s take a closer look at problem statements and how you can go about defining them.

2. What is a problem statement?

A problem statement identifies the gap between the current state (i.e. the problem) and the desired state (i.e. the goal) of a process or product . Within the design context, you can think of the user problem as an unmet need. By designing a solution that meets this need, you can satisfy the user and ensure a pleasant user experience.

A problem statement, or point of view (POV) statement, frames this problem (or need) in a way that is actionable for designers. It provides a clear description of the issue that the designer seeks to address, keeping the focus on the user at all times.

Problem or POV statements can take various formats, but the end goal is always the same: to guide the design team towards a feasible solution. Let’s take a look at some of the ways you might frame your design problem:

  • From the user’s perspective: “I am a young working professional trying to eat healthily, but I’m struggling because I work long hours and don’t always have time to go grocery shopping and prepare my meals. This makes me feel frustrated and bad about myself.”
  • From a user research perspective: “Busy working professionals need an easy, time-efficient way to eat healthily because they often work long hours and don’t have time to shop and meal prep.”
  • Based on the four Ws—who, what, where, and why: “Our young working professional struggles to eat healthily during the week because she is working long hours. Our solution should deliver a quick and easy way for her to procure ingredients and prepare healthy meals that she can take to work.”

As you can see, each of these statements addresses the same issue—just in a slightly different way. As long as you focus on the user, what they need and why, it’s up to you how you choose to present and frame your design problem.

We’ll look at how to form your problem statement a little later on. Before we do, let’s consider some problem statement “do”s and “don’t”s.

What makes a good problem statement?

A good problem statement is human-centered and user-focused. Based on the insights you gathered in the empathize phase, it focuses on the users and their needs—not on product specifications or business outcomes. Here are some pointers that will help you create a meaningful problem statement:

  • Focus on the user: The user and their needs should be front and center of your problem statement. Avoid statements that start with “we need to…” or “the product should”, instead concentrating on the user’s perspective: “Young working professionals need…”, as in the examples above.
  • Keep it broad: A good problem statement leaves room for innovation and creative freedom. It’s important to keep it broad enough to invite a range of different ideas; avoid any references to specific solutions or technical requirements, for example.
  • Make it manageable: At the same time, your problem statement should guide you and provide direction. If it’s too broad in terms of the user’s needs and goals, you’ll struggle to hone in on a suitable solution. So, don’t try to address too many user needs in one problem statement; prioritize and frame your problem accordingly.

Bearing these things in mind, let’s explore some useful methods for creating a meaningful problem statement.

3. How to write a meaningful problem statement

Writing a meaningful problem statement can be extremely challenging. How do you condense all the complexities of the user’s conscious and unconscious desires into one simple, actionable statement? Fortunately, there are some tried-and-tested methods that will help you do just that.

Space saturation and group

One of the first steps in defining a problem statement is to organize your findings from the empathize phase. Space saturation and group is a popular method used by design thinkers to collect and visually present all observations made in the empathize phase in one space. As the name suggests, you will literally “saturate” a wall or whiteboard with Post-It notes and images, resulting in a collage of artifacts from your user research.

As the Stanford d.school explains: “You space saturate to help you unpack thoughts and experiences into tangible and visual pieces of information that you surround yourself with to inform and inspire the design team. You group these findings to explore what themes and patterns emerge, and strive to move toward identifying meaningful needs of people and insights that will inform your design solutions.”

This method should involve anyone who took part in the empathize stage of the design project, and should take no longer than 20-30 minutes.

The four Ws

Asking the right questions will help you put your finger on the right problem statement. With all your findings from the empathize phase in one place, ask yourself the four Ws: Who , what , where , and why?

  • Who is experiencing the problem? In other words, who is your target user; who will be the focus of your problem statement?
  • What is the problem? Based on the observations you made during the empathize phase, what are the problems and pain-points that frequently came up? What task is the user trying to accomplish, and what’s standing in their way?
  • Where does the problem present itself? In what space (physical or digital), situation or context is the user when they face this problem? Are there any other people involved?
  • Why does it matter? Why is it important that this problem be solved? What value would a solution bring to the user, and to the business?

Approaching your observations with these four questions in mind will help you to identify patterns within your user research. In identifying the most prevalent issues, you’ll be one step closer to formulating a meaningful problem statement.

The five whys

Another question-based strategy, the five whys technique can help you delve deeper into the problem and drill down to the root cause. Once you’ve identified the root cause, you have something that you can act upon; somewhere specific to focus your problem-solving efforts.

Let’s take our previous example of the young working professional who wants to eat healthily, but finds it difficult to do so. Here’s how you might use the five whys to break the problem down and get to the root cause:

  • Why is she not eating healthily? → She orders takeaway everyday.
  • Why does she order takeaway everyday? → Her fridge and cupboards are empty.
  • Why are the fridge and cupboards empty? → She hasn’t been grocery shopping in over a week.
  • Why hasn’t she been grocery shopping? → She doesn’t have time to go to the supermarket.
  • Why doesn’t she have time? → She works long hours and is exhausted.

The root cause here is a lack of time, so your solution might focus on efficiency and convenience. Your final problem statement might look something like this: “Young working professionals need a quick, convenient solution to eating healthily.”

4. What comes after the define phase?

By the end of the define phase, you’ll have turned your findings from the empathize stage into a meaningful, actionable problem statement. With your problem statement to hand, you’ll be ready to move on to the ideation phase , where you’ll turn your problem statement into “how might we” questions and generate as many potential solutions as possible.

As you move through the Design Thinking process, you’ll constantly refer back to your problem statement to make sure you’re moving in the right direction. A well-thought-out problem statement will keep you on track, help you communicate your objectives to key stakeholders, and ultimately lead you to that all-important user solution.

Want to learn more about designing user-friendly solutions? Check out these articles:

  • UX Best Practices: How Can You Become A Better Designer?
  • What Is User Experience Design? Everything You Need To Know To Get Started
  • This Is Why Empathy Matters As A UX Designer
  • What is lean UX?
  • Our Mission

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Design Thinking: A Problem Solving Framework

Students learn to empathize with others around the globe while solving real-world problems.

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Design 39 campus.

Leveraging the Design Thinking Approach to Improve ICT Skills for Students in Higher Learning Institutions: The Case of FinHub Tanzania

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  • Published: 19 August 2024
  • Volume 5 , article number  805 , ( 2024 )

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is design thinking a problem solving framework

  • Angelina Misso   ORCID: orcid.org/0000-0003-4638-2852 1 &
  • Moses Ismail 1  

There are different paradigms to develop students’ skills in Information and Communication Technology (ICT) to improve their competence. As a training approach, design thinking has been widely adopted in innovation for skills enhancement and product development. Design thinking ensures that the developed innovative products meet the market needs and hence solve societal challenges. However, limited research is available in Tanzania on the impact of innovative training approaches including design thinking on enhancing skills. Therefore, this study analyzes the role of the design thinking approach in enhancing students’ ICT skills whilst fostering successful product development. This study adopts the exploratory case study approach, and the case study is FinHub in Tanzania. The results show significant improvement in the students’ skills and the quality of the products developed. Survey results showed 97.9% of the respondents agreed that combining the design thinking approach with technical skills, enhanced the development of new products. The contextual learning, collaborative dynamics, and adaptability promoted by design thinking were also mentioned and established to be well-suited to the needs of the ICT industry. This study contributes to understanding the innovation methods that best enhance learning outcomes in higher education by highlighting the practical application of using design thinking. The findings underscore the importance of integrating real-world challenges into the learning process, thereby enhancing student engagement and practical skills development, vital for addressing the evolving demands of the ICT industry.

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Misso, A., Ismail, M. Leveraging the Design Thinking Approach to Improve ICT Skills for Students in Higher Learning Institutions: The Case of FinHub Tanzania. SN COMPUT. SCI. 5 , 805 (2024). https://doi.org/10.1007/s42979-024-03194-5

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COMMENTS

  1. Design thinking, explained

    Design thinking is an innovative problem-solving process rooted in a set of skills.The approach has been around for decades, but it only started gaining traction outside of the design community after the 2008 Harvard Business Review article [subscription required] titled "Design Thinking" by Tim Brown, CEO and president of design company IDEO.

  2. What is Design Thinking, and how is it used to problem-solve?

    Design Thinking is a problem-solving framework. Unlike other brainstorming methods, design thinking uses empathetic observation to focus on human-centered needs first before diving into ideation. The process of design thinking is derived from the methods that designers, architects, and engineers all use to do their work.

  3. What Is Design Thinking & Why Is It Important?

    Design thinking is a mindset and approach to problem-solving and innovation anchored around human-centered design. While it can be traced back centuries—and perhaps even longer—it gained traction in the modern business world after Tim Brown, CEO and president of design company IDEO, published an article about it in the Harvard Business Review .

  4. What is Design Thinking and Why Is It So Popular?

    Design thinking can help people do out-of-the-box or outside-the-box thinking. People who use this methodology: Attempt to develop new ways of thinking —ways that do not abide by the dominant or more common problem-solving methods. Have the intention to improve products, services and processes.

  5. How to solve problems with design thinking

    The proof is in the pudding: From 2013 to 2018, companies that embraced the business value of design had TSR that were 56 percentage points higher than that of their industry peers. Check out these insights to understand how to use design thinking to unleash the power of creativity in strategy and problem solving. Designing out of difficult times.

  6. Design Thinking 101

    Design thinking is an ideology supported by an accompanying process. A complete definition requires an understanding of both. Definition: The design thinking ideology asserts that a hands-on, user-centric approach to problem solving can lead to innovation, and innovation can lead to differentiation and a competitive advantage. This hands-on ...

  7. The 5 Stages in the Design Thinking Process

    Design thinking is a methodology which provides a solution-based approach to solving problems. It's extremely useful when used to tackle complex problems that are ill-defined or unknown—because it serves to understand the human needs involved, reframe the problem in human-centric ways, create numerous ideas in brainstorming sessions and adopt a hands-on approach to prototyping and testing.

  8. Design Thinking: How it works [Theory, Practice & Examples]

    Design thinking is a transformative problem-solving approach that puts human needs and experiences at its core. At its essence, it's a structured methodology that empowers individuals and organizations to tackle complex challenges by fostering empathy, creativity, and innovation. Unlike traditional problem-solving methods, design thinking is not confined to a linear path; instead, it ...

  9. A complete guide to the design thinking process

    Design thinking is an iterative process where teams seek to understand user needs, challenge assumptions, define complex problems to solve, and develop innovative solutions to prototype and test. The goal of design thinking is to come up with user-focused solutions tailored to the particular problem at hand.

  10. Design Thinking: A Comprehensive Guide to Innovative Problem Solving

    Understanding Design Thinking: Design Thinking is a problem-solving approach or framework that emphasizes empathy, ideation, prototyping, and testing. It involves understanding the needs, desires, and pain points of the users or stakeholders before jumping into the solution-finding process. Empathy: Empathy is the foundation of Design Thinking.

  11. How to solve problems using the design thinking process

    The design thinking process is a problem-solving design methodology that helps you develop solutions in a human-focused way. Initially designed at Stanford's d.school, the five stage design thinking method can help solve ambiguous questions, or more open-ended problems. Learn how these five steps can help your team create innovative solutions ...

  12. 4 Stages of Design Thinking

    Design thinking is an approach to problem-solving and innovation that's both user-centric and solutions-based—that is, it focuses on finding solutions instead of problems. For example, if a business is struggling with bad reviews, design thinking would advise it to focus on improving how it treats customer-facing employees (a solution ...

  13. Design Thinking, Essential Problem Solving 101- It's More Than

    The term "Design Thinking" dates back to the 1987 book by Peter Rowe; "Design Thinking." In that book he describes the way that architects and urban planners would approach design problems. However, the idea that there was a specific pattern of problem solving in "design thought" came much earlier in Herbert A Simon's book, "The Science of the Artificial" which was published ...

  14. Solve Any Product Problem With the Design Thinking Framework

    Product design is iterative in nature. 1. A Human-first way of thinking. Design thinking is about finding the best possible solution for the people who will use your product. This principle makes the testing phase crucial for design thinking because it helps the team validate the solution with the target audience. 2.

  15. Design Thinking: A Creative Approach to Problem Solving

    Abstract. Design thinking—understanding the human needs related to a problem, reframing the problem in human-centric ways, creating many ideas in brainstorming sessions, and adopting a hands-on approach to prototyping and testing—offers a complementary approach to the rational problem-solving methods typically emphasized in business schools.

  16. Get Started with Design Thinking

    Design thinking is a methodology for creative problem solving. You can use it to inform your own teaching practice, or you can teach it to your students as a framework for real-world projects. The set of resources on this page offer experiences and lessons you can run with your students. This gives educators interested in teaching design ...

  17. Design Thinking: A Framework for Problem Solving

    Design thinking is a framework that accommodates unique, creative, and ambiguous problem-solving processes. Examples of first principles thinking in business include the auto industry ...

  18. A guide to problem framing: best practices & templates

    The best problem-solving processes begin with stakeholders aligned on the problem. Learn how to correctly frame problems and create outstanding solutions. ... Often used in the design thinking process, problem framing is an essential step for understanding the issues you need to solve and uncovering creative new solutions for addressing them ...

  19. 5 Examples of Design Thinking in Business

    What Is Design Thinking? Design thinking is a user-centric, solutions-based approach to problem-solving that can be described in four stages:. Clarify: This phase involves observing a situation without bias. It leans into design thinking's user-centric element and requires empathizing with those affected by a problem, asking them questions about their pain points, and identifying what they ...

  20. Design Thinking: A Problem Solving Framework

    Students learn to empathize with others around the globe while solving real-world problems.Subscribe for free to our email newsletter Edutopia Weekly: https:...

  21. Design thinking as an effective method for problem-setting and

    Design thinking-driven problem solving is a powerful and disruptive method that creates innovative products and services that seek to address these types of problems across diverse fields. ... This study's findings suggest that the hybrid model of design thinking is an effective framework for addressing wicked problems. Namely, participants ...

  22. Stage 2 in the Design Thinking Process: Define the Problem

    In the Design Thinking process, this step is what's known as the "define" stage. As the second step in the Design Thinking process, the define stage is where you'll establish a clear idea of exactly which problem you will solve for the user. You'll then shape this into a problem statement which will act as your northern star ...

  23. Design Thinking: A Problem Solving Framework

    Design Thinking: A Problem Solving Framework. Students learn to empathize with others around the globe while solving real-world problems. September 19, 2018. View transcript. Schools That Work Design 39 Campus. Public, Suburban. Grades K-8. San Diego, CA. What makes this a SCHOOL THAT WORKS. Share This . Story.

  24. Leveraging the Design Thinking Approach to Improve ICT ...

    Studies have highlighted the efficacy of design thinking in boosting skills related to empathy and problem-solving. Radnejad et al. and Dunne [ 7 , 17 ] provide insights into the effectiveness of the design thinking mindset in responding to disruptive innovations and its implementation in organizations.