What is Design Thinking?
Design thinking is a definition of problem solving — a human-centered, iterative approach to tackling complex, ill-structured challenges. The module establishes its core meaning, explains its recent surge in importance, introduces a process model, contrasts it with traditional problem solving, presents its fundamental tenets, and identifies the custom conditions where it is most effective.
Definition of Problem Solving
Design thinking reframes problem solving as an empathic, creative, and iterative activity. It is not a single tool but a mindset and structured process that puts human needs at the center.
Why Design Thinking Matters Now
Design thinking has assumed significant importance in recent years. This rise reflects a shift toward innovation driven by user insight, rapid experimentation, and cross-disciplinary collaboration — especially in contexts where conventional analytical methods fall short.
Process Model of Design Thinking
A process model (to be detailed in later modules) guides practitioners through stages typically including:
- Understanding the problem deeply (empathy, define)
- Generating ideas (ideate)
- Developing prototypes
- Validating solutions with users
- Scaling the solution after validation
This model is nonlinear and iterative.
Contrast with Traditional Problem Solving
Design thinking differs from traditional models of problem solving, which are often linear, deductive, and solution-focused from the start. The key distinctions:
| Aspect | Traditional Problem Solving | Design Thinking |
|---|---|---|
| Starting point | Problem statement (often given) | User empathy and need-finding |
| Approach | Analytical, deductive | Creative, abductive |
| Solution path | Fixed steps, converge quickly | Iterate, diverge then converge |
| Risk tolerance | Low; avoid failure | Embrace failure as learning |
| Outcome | Optimal known solution | Novel, human-centered solution |
Understanding where to use each model is a core learning goal.
Fundamental Tenets (Principles)
The module introduces fundamental tenets that underpin all design thinking practice:
- Human-centeredness – Empathy for users drives every decision.
- Iteration – Repeated cycles of prototyping and testing refine ideas.
- Bias toward action – Make tangible artifacts early, rather than over-analyzing.
- Embracing ambiguity – Tolerate uncertainty during divergent phases.
- Collaborative diversity – Cross-functional teams generate richer solutions.
Conditions for Using Design Thinking
Design thinking makes huge sense under specific custom conditions:
- Problems are ill-defined or complex (no single right answer).
- User needs are poorly understood or rapidly evolving.
- The context involves high uncertainty (new markets, new technologies).
- Creative, breakthrough solutions are required, not incremental improvements.
Exam tip: Be ready to explain when to use design thinking vs. traditional problem solving. The module explicitly targets this distinction so you can "give a rebuttal" if quizzed.
Key takeaways
- Design thinking is a human-centered problem-solving definition and approach.
- Its recent significance stems from its effectiveness in complex, user-driven innovation.
- The process model covers understanding, ideation, prototyping, validation, and scaling.
- It contrasts with traditional linear methods; use design thinking for ambiguous, empathy-intensive challenges.
- Core tenets: human-centeredness, iteration, action bias, ambiguity tolerance, collaboration.
- Most valuable in conditions of uncertainty and unmet user needs.
What is Design Thinking? A Human-Centric, Systematic Model of Problem Solving
Design thinking is a human‑centric, systematic model of problem solving. This definition strips away academic jargon: it means solving problems by deliberately putting people first, following a repeatable method, and focusing on the problem itself — not just the product or outcome.
The Three Pillars of the Definition
1. Human‑centric
Most solutions fail because they prioritise rules, policies, or technology over the human who will use or be affected by the solution.
- Regulatory‑centric – e.g., airline safety demo: the crew recites the exit procedure but never checks if the passenger actually understands or can perform it.
- Policy‑centric – e.g., reimbursement processes in organisations: designed for audit compliance, not for user convenience.
- Product‑centric – e.g., Apple excluding chargers and using proprietary connectors: driven by product strategy, not user needs.
In contrast, human‑centric design respects all human stakeholders, not just the direct customer. Consider Nestlé Cerelac:
| Stakeholder | Need |
|---|---|
| Baby | Good taste |
| Mother | Nutrition for child |
| Father | Affordability |
| Maid | Easy, quick preparation |
| Grandmother | Healthiness and consistency with traditional feeding |
| Pharmacist | Stock with good profit margin |
| Doctor | Prescribes only if it meets medical standards |
No single stakeholder is “the customer”; all must be satisfied. Design thinking therefore elevates from customer‑centric to human‑centric, requiring empathy and compassion for every person in the system.
Exam tip: The most common mistake is equating human‑centric with customer‑centric. Human‑centric includes customers, employees, partners, distributors, and even regulators – anyone touched by the solution.
2. Systematic
Creativity without discipline leads to improvisation (“jugaad”) that cannot be replicated or taught. Being systematic means using a method that others can learn, demystify, and improve upon.
- Myth: “Discipline kills creativity.”
- Truth: The most successful people – e.g., Roger Federer, Magnus Carlsen – are highly disciplined in their methods, which is precisely what enables consistent creative output.
- Systematic thinking makes a solution scalable and teachable; it transforms a “magician” into a role model.
3. Problem Solving
Design thinking is not about “designing a better product”; it is about designing your thinking to solve problems better. The solution may take the form of a product, a service, or a process, but the core is problem solving.
Everyday life is full of problems (e.g., managing weekend plans, handling ad‑hoc meetings). Learning a systematic approach enables tackling larger, more complex problems (climate change, leadership credibility, unemployment, inequality).
How the Three Pillars Connect
A solution is only powerful when it is (1) grounded in human needs, (2) generated through a disciplined method, and (3) aimed at a genuine problem rather than a predetermined output.
Key Takeaways
- Design thinking = human‑centric + systematic + problem solving.
- Human‑centric ≠ customer‑centric; include all stakeholders (users, makers, investors, etc.).
- Systematic does not kill creativity; it makes creativity reproducible and teachable.
- The ultimate goal is better problem solving, not just better products.
- Apply empathy and compassion to uncover the real human needs behind every problem.
The Linear (Stage-Gate) Model and Its Pitfalls
The linear model – also called the stage-gate model, waterfall model, or product development lifecycle – is roughly a century old. It proceeds through a fixed sequence of stages, each separated by a gate that decides whether to invest further. The canonical flow:
Idea → Preliminary Investigation → Detailed Investigation → Development → Testing & Validation → Market Launch
Although still widely used, this model systematically undermines innovation. Its core flaws are:
1. Starting with an Idea is a Bad Idea
The model starts with an idea. That locks the team into a single worldview; any challenge feels like an attack on a “baby.” The idea may be a figment of imagination that solves no real problem.
Example: Nikola Tesla’s wireless electricity transmission (Long Island tower) was a brilliant idea but solved a problem nobody had – people were satisfied with wired electricity. The project failed despite massive investment.
2. “Problem” as a Starting Point is Also Flawed
If you begin by asking customers “What is your problem?” they may have none (or can only articulate incremental improvements). Radical innovations often emerge from opportunity, not stated problems.
Example: Before the iPhone, customers using Blackberry phones would not have asked for a buttonless phone. They might request better battery or lighter weight, but not a complete reinvention. Steve Jobs’ leap of imagination – not customer problem statements – created the category.
3. Too Many Gates Kill Innovation
Multiple gates act as excuses to reject ideas early. They increase type II errors in innovation – missed innovation – where good ideas are eliminated prematurely.
Type I vs. Type II errors in innovation:
| Error | Statistical name | Innovation equivalent | Example |
|---|---|---|---|
| Type I error (false positive) | Reject null when true | Failed innovation – attempted but failed | Google Plus (social media attempt) |
| Type II error (false negative) | Fail to reject null when false | Missed innovation – never tried | Microsoft missing Android |
Cost comparison: Missed innovation is far more dangerous because it not only loses revenue but hands the opportunity to competitors. Microsoft’s failure to acquire Android is a classic type II error; Google’s failure with Google+ is a type I error.
Gates systematically kill more ideas than they approve, making type II errors likely.
4. Testing & Validation Come Too Late
Testing and validation appear at the very end of the sequence. The team spends time, energy, and money developing a product without ever showing it to the customer. When finally unveiled, the customer may say “What is this? I didn’t ask for this.” The linear model assumes you can surprise the market; in reality, you mismatch customer expectations.
5. The Model is Linear and Non-Recursive
Once a stage is passed, you cannot go back. You cannot skip a stage. This rigidity prevents iteration and learning. The result: 95% of new product launches fail – not from lack of effort, funding, or intent, but from a fundamental mismatch between what the customer needs and what is delivered.
Key takeaways
- The linear stage-gate model starts with an idea, which may be irrelevant to real user needs.
- Even “problem-first” approaches can miss radical opportunities because customers can’t articulate paradigm shifts.
- Multiple gates increase type II errors (missed innovations), which are costlier than type I errors (failed innovations).
- Late-stage testing guarantees that most resources are spent before any customer feedback.
- The non-recursive, sequential structure prevents adaptation and is a major cause of the 95% product launch failure rate.
Understanding the Design Thinking Model
Design thinking is the antidote to the traditional problem-solving model. Where the traditional model fixates on the idea (or the problem) first, design thinking re-orients the entire process around inspiration, empathy, and iterative prototyping. The model is parsimonious and applicable to service design, product development, process improvement, and personal problems.
1. Inspire – The “Why” Before the “How”
Most people instinctively ask “how to solve” a problem. Design thinking insists on first answering “why to solve” – the inspiration behind the effort. Two drivers power inspiration:
| Driver | Description | Example |
|---|---|---|
| Aspiration | A desire to do something better, to reach a higher state | Disney theme parks, Netflix’s revolution of streaming, Mahindra XUV500 (create a world-class SUV from India) |
| Desperation | A pressing need to overcome crisis or threat | NASA’s moon landing (Kennedy), DARPA’s Arpanet (predecessor of the internet), ISRO’s space program in a resource-starved India |
Inspiration galvanises people. A leader who cannot articulate “why we are here” fails to rally the team. Examples of clear inspiration: Anand Mahindra’s vision for the XUV500, Vikram Sarabhai’s aspiration for India’s space age.
Exam tip: Never start with an idea or a problem – start with inspiration. This is the first major departure from traditional models.
2. Empathize & Define – Bounded Empathy
Empathy is the ability to proactively understand what people think and feel. It is not sympathy (reactive) or apathy (ignoring). In design thinking, empathy is the sine qua non – but it must be bounded.
Bounded empathy means empathy is constrained by two practical limits:
- Technical feasibility – Can I do it? (Do I have the technology, skills, time, budget?)
- Business viability – Does it make economic sense? (Will it save or make money?)
An unbounded empathy leads to promising customers everything, pleasing them but destroying business viability – a common startup failure. For example, customers desire a fully solar-powered car, but it is not technically feasible today. Quick commerce delights customers but most companies do not break even; customers would simply switch apps if one fails.
Empathize and define are collapsed into one stage: you must understand customer needs while also defining the boundary conditions from your own (business) perspective. This is the box within which ideas will later be generated.
3. Ideate – Quantity Leads to Quality
Ideas come only after inspiration and bounded empathy. The goal is not to jump to a few “great” ideas. Instead:
- Generate a large quantity of ideas.
- From that pool, filter to the top quality subset.
Worked example: In a workshop with 50 doctors at IIM Bangalore, 300 ideas were generated in 30 minutes. Reducing 300 → 30 produced far superior 30 ideas than starting with just 30.
Analogy: Ideas are Lego blocks. One block is useless; 10 blocks allow some creativity; 100 blocks unlock colossal combinations.
Thus the principle: quantity of ideas → quality of ideas. When ideating, allow ample time, resources, and latitude.
4. Prototype & Test
Prototyping is building a model of how the final idea would look and/or function. It gives confidence and reveals unknowns early. Two major types:
| Prototype Type | Purpose | Example (Titan Edge) |
|---|---|---|
| Aesthetic | Focus on look, feel, form | Welding safari crystal to steel; water resistance testing |
| Functional | Focus on internal mechanism, performance | Ultra-thin module with long battery life, airtight seal |
The prototyping mentality is to provisionally attach to an idea, not commit. Testing is done with actual customers. You start with the customer (empathy) and end with the customer (prototyping and test).
Exam tip: Emphasise that prototyping is iterative. James Dyson made 5,000+ prototypes of his bagless vacuum cleaner. Thomas Edison’s genius was perspiration, not just inspiration – “1% inspiration, 99% perspiration”. The Indian context often lacks prototyping mindset; revision and retakes are essential (like a recording with many takes).
5. Scale – The Litmus Test of Innovation
Once the prototype passes customer test, you must scale to the market. Without scale, you are only being creative, not innovative.
- Pablo Picasso made one painting every day from age 8 to his 90s – 15,000+ paintings, thousands of potteries. His ability to scale (both volume and commercial value) made him one of the greatest artists.
Thus the full design thinking process:
The loop from prototype back to inspiration is implied – each test feeds new understanding.
Key takeaways
- Design thinking flips the traditional model: start with inspiration (why), not the idea.
- Bounded empathy constrains customer understanding by technical feasibility and business viability.
- Ideation prioritises quantity first; quality emerges from filtering a large pool.
- Prototyping separates aesthetic and functional aspects; test with real customers.
- Scale proves innovation – creativity alone is insufficient.
- The model is used by great innovators (Edison, Dyson, Picasso) and even Mahatma Gandhi (unbeknownst).
The Double Diamond Model of Design Thinking
Design thinking proceeds through an alternating pattern of divergent and convergent phases — two cycles that form a Double Diamond Model.
- Divergent phases: open up possibilities — explore broadly, gather many perspectives, generate quantity.
- Convergent phases: narrow down — decide which problem to solve, which idea to pursue, what works.
The five stages mapped to divergence and convergence
| Stage | Mode | What happens |
|---|---|---|
| Inspire | — | Establish the why — the core motivation and purpose of the project. |
| Empathize | Diverge | Talk to many stakeholders (customers, support, back-end, front-line) to understand their experiences. |
| Define | Converge | Rapidly narrow to a problem worth solving — clarify scope and priority. |
| Ideate | Diverge | Generate a high quantity and variety of ideas; suspend judgment to maximise options. |
| Prototype & Test | Converge | Validate ideas through tangible prototypes and real feedback; converge on what actually works. |
After validation, the solution can be scaled.
Gandhi as a case study: design thinking in practice
Mohandas Karamchand Gandhi’s life illustrates the same diverge–converge pattern, decades before the term “design thinking” existed.
1. Inspire (the “why”) — a turning point
- 1888: Gandhi, a young barrister in South Africa, is thrown out of a first-class train compartment because of his skin colour.
- This event sparked his inspiration: millions of Indians (in South Africa and in India) are treated as second-class citizens in their own country. The purpose became clear — dignity and independence.
2. Empathize (diverge)
- Between 1888 and 1915, Gandhi immersed himself in the lives of ordinary Indians.
- He adopted khadi (simple, hand-spun clothing) to become indistinguishable from the common person — “be the customer you want to serve.”
-
Key principle: Empathy means not just understanding others but living as they live. Gandhi’s empathy was concrete: dress, diet, and daily struggles.
3. Define (converge)
- Many approaches to independence existed simultaneously: violent uprising (1857), revolutionary violence (Bhagat Singh), political negotiation (Nehru, Congress).
- Gandhi defined the path: non-violence (Ahimsa) combined with truth-force (Satyagraha).
- This was a deliberate convergence — a single, coherent strategy.
4. Ideate (diverge)
- Non-violence itself was not new (rooted in Gautam Buddha, 2500 years earlier), but the specific concept of Ahimsa + Satyagraha as a mass political tool was novel.
- Gandhi generated many ideas for campaigns; the Dandi March became the focal prototype.
5. Prototype & Test (converge) — the Dandi March
- Prototype: Gandhi chose a simple, relatable issue — British tax on salt (Indian salt made from Indian sun, water, labour, yet taxed by the Empire).
- He walked from his ashram to the sea at Dandi, picking up a handful of salt to symbolically break the law.
- Test: Three waves of volunteers advanced toward the salt pans; police brutally beat each wave. No one retaliated. After the third wave, the British gave up.
- Gandhi went to jail, calling on all Indians to fill the jails non-violently, deflating the spirit of the British Empire.
6. Scale
- The validated method (non-violent civil disobedience) was scaled nationwide.
- Outcome: India’s independence in 1947.
Key takeaways
- Design thinking follows a double diamond pattern: diverge → converge → diverge → converge.
- The stages are: Inspire → Empathize → Define → Ideate → Prototype & Test → Scale.
- Empathy means “be the customer you want to serve” — Gandhi wore khadi to merge with his people.
- Define is the crucial convergent step: selecting one problem from many.
- Prototyping (e.g., Dandi March) tests the core idea under real conditions; validation builds confidence to scale.
- Historical figures like Gandhi unknowingly used design thinking — studying their lives (e.g., Lincoln, Kalam, Steve Jobs) reveals the same process.
Exam tip: Be able to map any stage of the Double Diamond to a real-world example (Gandhi is the classic). The key test is distinguishing divergent (broadening) from convergent (narrowing) actions.
Why Design Thinking Now
Design thinking as a philosophy is nearly a century old (Herbert Simon, 1940s; IDEO’s David & Thomas Kelley; Apple’s first mouse; Stanford d.school, 2004). Yet its urgency in India is recent (last ~15 years). Two major drivers explain the surge.
1. Products & Services Blurred into Experiences
No company can claim to be purely a product or a service company. Every offering is a product–service bundle that delivers an experience. The aftertaste of a purchase, not its features, determines loyalty.
- Recency effect (psychology): people remember the last touchpoint most vividly. A great checkout can redeem a mediocre stay; a bad checkout erases all earlier goodwill.
- Moment of truth: a high-stakes touchpoint where the customer’s overall impression is formed or shattered.
FMCG Example: Four Moments of Truth
| Moment of Truth | Description | Critical factor |
|---|---|---|
| 1. Shelf | Package placement on store shelf | Placed at ~45° to baseline for visual grab |
| 2. Purchase | Buying decision at checkout | Long queues may cause abandonment |
| 3. Opening | Unboxing experience | Intuitive, thoughtful packaging (e.g., Apple) |
| 4. Disposal | Discarding the product | Complexity of disposal (e.g., batteries) |
Winning products think end-to-end
Market leaders do not necessarily have the most features or the lowest price. They design the entire customer journey from pre-purchase to disposal.
- Maruti Suzuki dominates Indian roads not because its cars are best, but because it ensures a great experience across buying, owning, and reselling at true value.
Key takeaways
- Differentiation now hinges on experience, not product or service alone.
- The recency effect means the last touchpoint (e.g., checkout, disposal) often defines memory.
- Four moments of truth (shelf → purchase → opening → disposal) must be designed holistically.
- High disposable income and aspiration in India push organizations to invest in experience management.
2. Multifaceted Problems (Wicked Problems)
Modern challenges are wicked problems: “hairy”, with many moving parts, impossible to solve with single interventions. Design thinking is purpose-built for these.
- Comparison: Tax evasion (relatively straightforward cause) vs. low election turnout (complex interplay of trust, accessibility, civic duty) – election is the more wicked problem.
- Examples of wicked problems today – geopolitical instability, erosion of trust in capitalism, abandonment of formal education, decline of organised religion.
Complex ≠ Complicated
| Simple | Complex | Complicated |
|---|---|---|
| Few parts, clear cause–effect | Many interdependent parts, emergent behaviour | Many parts but with known rules and predictable outcomes |
| e.g., making tea | e.g., designing a city traffic system | e.g., assembling a car engine |
Wicked problems are complex. They require complex thinking but simple solutions. Complex thinking is not the same as complicated thinking.
Systems Thinking (Synonym for Design Thinking)
Systems thinking looks at system-level performance instead of local optimisation.
- Example – Bangalore’s Silk Board flyover: A 10–11 km flyover was built to speed traffic from Electronic City to Silk Board junction. But the bottleneck simply shifted; overall throughput did not improve. This is local optimisation – improving one component while the system remains constrained elsewhere.
- Root cause of local optimisation: Division of labour leads to division of attention. Nobody in a modern assembly line (e.g., Toyota) knows how to make a whole car. Each worker optimises their station, but the overall product may still fail (Toyota recalls).
Design Thinking’s Prescription
- Slow down – counterintuitive, but fast thinking is just pattern recognition. Slowing down allows pattern creation and pattern breaking.
- Develop deep empathy – by seeing the problem from all stakeholders’ perspectives.
- Take a big-picture view – distance yourself from the problem to avoid piecemeal fixes.
Exam tip: The distinction between complex and complicated is a high-yield concept. Design thinking is for complex (wicked) problems, not just complicated ones.
Key takeaways
- Wicked problems are multidimensional and resist simple fixes; design thinking addresses them.
- Systems thinking > local optimisation; the whole must improve, not just one part.
- Division of labour creates silos of attention – a key barrier to systems thinking.
- Slowing down and building empathy are central design thinking practices.
- Almost all companies now face B2C dynamics, making user-centred systems thinking essential.
Why Design Thinking Now
Design thinking has surged in importance because the business landscape has shifted. Companies can no longer rely on a simple product-push or a clear B2B/B2C distinction. Instead, they must focus on the human who ultimately uses the product — regardless of who buys it. Three major trends drive this shift: the erosion of the B2B/B2C boundary, large-scale digitization that hides complexity, and the rise of knowledgeable, restless customers who demand co-creation.
Shift from B2B/B2C to B2H (Business to Human)
Intuition: The old classification of companies as “business-to-business” (B2B) or “business-to-consumer” (B2C) is now misleading. Every organisation’s success depends on the end-user’s experience, not just the purchaser’s decision. If the user loves the product, the buyer will keep buying; if the user is ignored, the buyer will switch.
- Volvo (bus example): Volvo’s customer is the government transport department (B2B), yet the company obsesses over passenger comfort — seat recline, window size, suspension, storage. The government buys Volvo precisely because passengers prefer the experience. Volvo treats itself as a B2H company.
- Ford vs. Kia in India: Ford insisted on placing the indicator lever on the left (suiting left-hand-drive markets), forcing Indian drivers to change habits. Kia, entering later, tailored features (sunroofs) to local desires. Kia succeeded; Ford exited India. Lesson: modify the product to suit the consumer habit, not the other way around.
- SUV trend in India: Despite cramped roads, Indians prefer large SUVs over hatchbacks. The consumer’s perspective (status, ground clearance, comfort in traffic) overrides the “practical” product logic. Companies that ignore this consumer-centric view lose.
Exam tip: The “B2H” label is the key takeaway — remember that design thinking forces a shift from product-centred engineering to human-centred experience.
Key takeaways
- The B2B vs. B2C distinction is obsolete; all companies are B2H (Business to Human).
- User experience drives repeat purchases and brand loyalty, even in “B2B” transactions.
- Products must adapt to user habits, not force users to adapt to the product.
- Understanding and anticipating consumer needs (e.g., sunroofs, SUV comfort) is a competitive necessity.
Digitization of Engagements: Masking Complexity
Intuition: Digital services succeed when they present a radically simple interface while hiding enormous backend complexity. Design thinking makes this possible by focusing on the user’s pain points and removing friction — even when underlying technology is highly complex.
| Service | What it replaces | Key design-thinking feature |
|---|---|---|
| DigiYatra | Physical ID checks at airports | Face as identity; seamless walk-through |
| UPI / QR codes | Cash, card machines, net banking | Passive QR print → auto-fill merchant number |
| FASTag | Toll booth cash payments | Passive, tamper-proof sticker readable at any height |
- DigiYatra – Face recognition happens in seconds, credentials verified without user intervention. Complexity (facial mapping, data security) is invisible.
- UPI – Over 40 crore daily transactions with near-zero errors. A QR code (passive print) eliminates manual entry. The user simply scans and pays.
- FASTag – Works for both a truck (tag at 3.5 ft) and a sedan (tag at 1 ft). No battery, no human intervention. The same experience for all.
- The wristwatch analogy: A watch shows only two hands (simple frontend); the gears and springs are hidden (complex backend). Design thinking applies the same principle: standardised at the backend, customised at the frontend.
Exam tip: The phrase “mask the complexity” is a core design thinking principle. Expect questions that ask how DigiYatra, UPI, or FASTag exemplify this.
Key takeaways
- Digitisation succeeds when it hides complexity from the user.
- Design thinking prioritises ease of use and low threshold for engagement.
- Passive elements (QR code, RFID sticker) eliminate human intervention and error.
- The wristwatch analogy: complex backend, simple frontend — the hallmark of well-designed digital solutions.
Knowledgeable and Restless Customers
Intuition: Customers today are informed and impatient. They research products (reviews, social media, YouTube) and trust peer opinions over company claims. The power asymmetry between buyer and seller has shrunk. Companies can no longer dictate narratives; they must co-create with customers.
- Pre-internet era: Customers relied on company advertisements and warranties. Today they triangulate information from multiple sources before buying.
- Restlessness: Customers want solutions now. This “need for speed” can be turned into an advantage — invite customers to co-discover the problem and co-create the solution (e.g., homemakers testing new recipes for food brands).
- Amazon reviews: Even a 4.7-star author cannot remove a single 1-star review. The wisdom of the crowd holds power; organisations must live up to their claims.
- Democratisation of knowledge: Stock market trading no longer requires proximity to exchanges; anyone connected can participate. Tools for content creation are widely available. Knowledge is diffused, not concentrated.
What this means for design thinking: Rapid iteration, prototyping, and customer feedback loops become essential. You cannot spend years perfecting a product in a lab; you must iterate with the user.
Exam tip: The shift from “solving for the customer” to “solving with the customer” is a classic design thinking mantra. Remember the distinction: traditional division of labour (customer = problem, company = solution) is dead.
Key takeaways
- Customers are knowledgeable (research-driven, skeptical of company claims) and restless (want immediate solutions).
- The information asymmetry that favoured sellers is gone — reputation is crowdsourced.
- Companies must co-create with customers: involve them in problem discovery and solution prototyping.
- Design thinking enables rapid iteration, essential in a market where customers punish slow, unresponsive products.
The Democratization of Experimentation
Cheap, widely accessible technology has leveled the playing field. A high-quality video can now be shot on a smartphone; the barrier of owning a studio is gone. This shift means small players ("David") can challenge incumbents ("Goliath") who previously held the monopoly on expensive tools.
Key insight: When experimentation is cheap and fast, the power to innovate shifts from large institutions to individuals and small teams.
AI and Learning Through Iteration
Systems like ChatGPT exemplify how massive processing power — once reserved for Microsoft, IBM, or CERN — is now available at negligible cost. The key mechanism is iteration: a user asks a question, receives an imperfect answer, refines the query, and slowly approaches the desired result.
- The computer learns rapidly from the user’s feedback — in minutes, not millennia.
- This self‑learning capability lets the system predict and adapt to user needs.
Exaptation: Consumers as Innovators
Exaptation = an unintended application of a technology. When tools spread widely, consumers invent novel uses that the original designers never imagined.
| Original technology | Intended use | Unintended (exapted) use |
|---|---|---|
| Google Glass | Information access | Homework help (Google Lens) |
| Photo sharing | Branding and cause‑based engagement | |
| TEDx | Local events | Global platform for unknown talent |
- Consumers today are ruthless — attention span is often 3 seconds.
- Mistakes are tolerated; content can be imperfect yet still gain traction if the core idea is compelling.
The Shift from Product Competition to Business Model Competition
Products no longer compete against products; business models compete against business models. Even an inferior product can win if wrapped in a superior business model.
A business model consists of three components:
- Value generation – sourcing, manufacturing, processing.
- Value delivery – sales, marketing, distribution.
- Value appropriation – capturing profit from the value created.
This framework is central to design thinking, which demands a systems view rather than a narrow product focus.
Exam tip: Memorise the three components of a business model (generate, deliver, appropriate). They are the standard lens for analysing disruptive business models.
Case Studies in Business Model Innovation
Netflix — Three Pivots
| Phase | Business model | Key shift |
|---|---|---|
| 1997–2007 | Ship DVDs/Blu‑rays by mail | Survived shipping test; replaced VHS tapes |
| 2007–2012 | Stream content over the internet | Killed Blockbuster; no physical inventory |
| 2013–present | Produce original content + data‑driven recommendation | Uses analytics to optimise binge‑watching |
- Netflix’s market capitalisation now exceeds Disney + Marvel + 21st Century Fox + Star Network + Pixar combined — not because its movies are better, but because its business model is stronger.
Tesla — Solving Range Anxiety
- Electric cars existed for 150 years.
- Tesla’s innovation: free charging for life and battery swapping — embedding the full cost of ownership upfront.
- Removes the customer’s fear of charging infrastructure.
Uber / Ola — No Inventory Required
- Largest fleet operators without owning a single taxi.
- They connect drivers and passengers; the asset (car) belongs to others.
Airbnb — Breaking the Room Barrier
- Competed with Marriott / Four Seasons without owning any rooms.
- Inventory is knowledge: “where the inventory is”.
Cameras vs. Phones
- A dedicated camera can only take snaps.
- A smartphone can send, edit, post, make reels — functions that a camera cannot do.
- Result: cameras are becoming obsolete despite having superior image quality.
Why Design Thinking Matters Now
Because business models are constantly disrupted and consumers dictate new use cases, organisations must:
- Open up their talent value chain — hire freelancers, tap gig communities.
- Shift from R&D (Research & Develop) to C&D (Connect & Develop).
- Embrace iteration and consumer experimentation as a source of innovation.
Design thinking provides the systems view needed to see beyond a single product and to design a resilient business model.
Key takeaways
- Widespread access to experimentation tools empowers consumers and small players to challenge incumbents.
- AI systems learn rapidly from user iteration, making prediction and adaptation cheap.
- Exaptation — unintended use of technology — is a major source of innovation.
- Competition has moved from products to business models (value generation → delivery → appropriation).
- Netflix, Tesla, Uber, Airbnb, and the camera/phone battle are classic examples of business model disruption.
- Design thinking forces a holistic, systems‑level perspective essential for navigating this new landscape.
Why Design Thinking? Market Shocks and Unpredictability
Markets are inherently unpredictable. Even dominant, near‑monopoly firms can be blindsided by sudden shifts in consumer behavior, technology, or culture. These economic shocks arise from nowhere – shaved heads, beards, home‑based pickle businesses, SUVs, remote work. A company’s survival depends on its reaction: dismiss the trend as temporary, or listen, learn, and adapt. Design thinking provides the mindset to do the latter – defer judgment, empathize, and generate ideas aligned with the new reality.
Illustrative market shocks
| Company / Industry | The Shock | Why It Mattered |
|---|---|---|
| Gillette (razors) | Bald heads became trendy; beards became a status symbol (e.g., Virat Kohli). | A century‑old shaving monopoly faced a market that no longer wanted to shave. No brand ambassador could reverse the trend. |
| Hindustan Unilever (HUL) | Patanjali, a domestic brand, grew rapidly with “back‑to‑nature” products. | A giant was shaken by a competitor offering a completely different value proposition – not technological advancement but tradition. |
| Bajaj (scooters) | In early 2000s, Bajaj decided scooters had no future; disbanded the product line. | Honda’s Activa entered and sold >2 crore units – a unisex, low‑mileage scooter became a hit. Bajaj had misread the market. |
| Workplaces during COVID‑19 | Remote work became feasible and preferred. | Many organizations struggle to bring employees back; the old assumption that “office is required” was shattered. |
Two possible reactions to a shock
- Reaction A (Dismiss): Assume the trend will pass. Stick to existing products and strengths. Often leads to obsolescence.
- Reaction B (Embrace): Suspend judgment, observe deeply, and pivot or adapt. This is where design thinking becomes critical.
Exam tip: The Gillette and Bajaj cases show why a design‑thinking mindset is not optional. Gillette still sells razors but missed the beard boom; Bajaj actually abandoned scooters, creating space for Activa.
Why design thinking fits
Design thinking equips organisations to:
- Defer judgment – do not label a trend as “temporary” before exploring it.
- Empathize – understand why users are adopting the new behaviour (e.g., why people prefer beards or Activa despite low mileage).
- Generate ideas – create products, services, or business models that align with the changed market.
- Take a broad canvas – look beyond core competence to see the whole ecosystem.
The pandemic is the most recent proof: remote work was previously seen as inefficient. Companies that embraced it (Reaction B) thrived; those that tried to force a return to the office lost talent.
Key insight: No market cares about a company’s past technology or loyalty. Both customer and employee loyalty are “thin of the past” when the ground shifts. Design thinking is the tool to stay in sync.
Key takeaways
- Market shocks are unpredictable – they can come from culture (beards/baldness), new competitors (Patanjali), or technology (UPI, remote work).
- Two reactions: dismiss (risky) or embrace (opportunity). Design thinking enables the second.
- Gillette, HUL, Bajaj, and the pandemic are real‑world examples of shocks that forced companies to rethink.
- Core design thinking practices – defer judgment, empathize, generate ideas – directly counter the “temporary blip” trap.
- Loyalty is fragile – markets and employees will move on; constant adaptation is necessary.
Why Design Thinking Now — The Sweet Spot
Design thinking is not a universal replacement for all problem-solving models. Its strength is best understood by contrasting it with three other thinking styles, each suited to a different combination of problem and solution clarity.
The Problem–Solution Matrix
Problems and solutions each fall into one of two categories:
- Known problem: The symptom and its root cause are understood (e.g., parking shortage because more cars than spots).
- Unknown problem: The cause is unclear; high ambiguity (e.g., why people avoid public transport — reasons vary by city).
- Known solution: A ready repertoire of solutions exists; the task is to pick the best one (e.g., dispensing cash at an ATM).
- Unknown solution: No off‑the‑shelf solution works; a novel approach is required.
The interaction of these two dimensions defines the appropriate thinking style:
| Problem \ Solution | Known Solution | Unknown Solution |
|---|---|---|
| Known Problem | Lean Thinking | Lateral Thinking |
| Unknown Problem | Critical Thinking | Design Thinking |
Lean Thinking (Known Problem + Known Solution)
Intuition: When you know exactly what the problem is and exactly what works, the goal is to execute faster and eliminate waste. Lean thinking encompasses methods like Six Sigma, Agile, and Scrum — all aimed at speeding up a perfected process.
- Automatable and repetitive (e.g., ATM machines handling cash withdrawals).
- Value addition is finite because the task is routine.
Exam tip: Lean thinking only works when ambiguity is minimal. You cannot “cut waste” on a process you haven’t figured out yet.
Critical Thinking (Unknown Problem + Known Solution)
Intuition: You know the solution “menu” exists, but you need to diagnose which exact problem you are facing. Critical thinking drills down from symptoms to root cause.
- Tools include Ishikawa diagram, 5 Whys, 5W2H.
- Analogy: A doctor does not create a new cure — she maps your unique symptoms to a known disease, then prescribes an existing medication.
- Similarly, a teacher uses critical thinking to understand the real intent behind a student’s question.
Exam tip: Be a critical thinker, not a critical person — avoid cynicism or judgment of people.
Lateral Thinking (Known Problem + Unknown Solution)
Intuition: The problem is clear, but no conventional solution works. Lateral thinking (“sideways” thinking) jumps to a non‑obvious, creative approach.
- Coined by Edward De Bono.
- Resource constraints often force lateral thinking (e.g., Apollo 13).
- Worked Example – Maruti Suzuki Factory (1981):
- Problem: Place a 1‑ton machine into a cemented pit without a crane, rollers, or pulleys strong enough.
- Lateral solution: Fill the pit with ice, slide the machine onto the ice, and let it melt overnight — the machine settles perfectly.
- Why it works: The ice provides a low‑friction surface and then disappears, requiring no heavy lifting.
Design Thinking (Unknown Problem + Unknown Solution)
Intuition: When both the problem and the solution are unclear (“wicked problems”), you need a discovery‑heavy approach. Design thinking is like a sledgehammer — used only for highly complex, ambiguous challenges.
- Worked Example – The Piano Stairs (Stockholm):
- Problem: People ignored a beautiful staircase in favor of escalators/lifts due to laziness.
- Unknown solution: Make each stair play a musical note when stepped on, turning the staircase into a giant piano.
- Result: People used the stairs voluntarily — a classic nudge (from Richard Thaler’s Nudge).
- Design thinking is not the “latest” or “best” model; it is one tool among many (including TRIZ, TOC, Six Thinking Hats, SCAMPER, Blue Ocean Strategy, Inside‑the‑Box Thinking).
The Ambiguity Diagonal
As problem complexity and discovery demands rise, you shift from lean thinking (lowest ambiguity) through critical and lateral to design thinking (highest ambiguity). A skilled problem‑solver knows all four methods and picks the right one.
Key Takeaways
- Lean thinking: known problem + known solution → speed and waste reduction.
- Critical thinking: unknown problem + known solution → root‑cause diagnosis.
- Lateral thinking: known problem + unknown solution → creative leaps under constraints.
- Design thinking: unknown problem + unknown solution → discovery and nudge‑based innovation.
- Design thinking is not superior to other models; it is the best choice only for wicked, high‑ambiguity problems.
When to Adopt Design Thinking
Design thinking is costly — it demands time, iteration, and customer access. It is not a universal tool. Apollo 13’s astronauts, for example, could not use it because they had no time; they relied on rehearsed procedures. Design thinking is appropriate only when five conditions hold simultaneously.
The Five Conditions
| Condition | Core Idea | Why It Matters |
|---|---|---|
| Audacity of goal | The goal must be large and ambitious, warranting the investment. | Small goals (e.g., “make a hole in the wall”) are solved with lean thinking. Elevating the goal (e.g., “make the wall beautiful”) opens up creative possibilities. |
| Ambiguity of context | The problem space is uncertain, with no obvious solution. | Design thinking is front‑loaded — heavy discovery upfront. If context is clear, there is nothing to discover. Example: getting people in tier‑2/3 cities to wear seatbelts is ambiguous because social norms conflict with safety. |
| Availability of time | Enough time to explore multiple ideas, dead ends, and about‑turns. | Without time, teams lock onto the first obvious idea. Quality ideas emerge only after 3–4 iterations. Jeff Bezos: senior leaders should focus on 1–2 problems a day. |
| Access to customers | Direct, continuous validation with the end user at every stage. | Customers define the problem, validate it, and test solutions (“show and tell”). In business, “no surprise is a good surprise” — surprises are rarely welcome. |
| Diversity of team | Beyond gender: temperamental, generational, ethnic, educational, and perspective diversity. | Diversity leads to slower consensus but richer solutions. Leaders must tolerate difference rather than gravitate toward “relevant experience” teams that produce little creativity. |
The Three Lenses of a Winning Idea
Design thinking succeeds when it balances three overlapping criteria:
- Human desirability — what people (customers, employees, suppliers) truly desire, often unstated or future‑oriented.
- Technical feasibility — what can be delivered within time and budget using available technology.
- Business viability — whether the solution makes long‑term business sense (e.g., profitable, sustainable).
A winning idea sits at the intersection. Many rapid‑delivery startups (10‑minute promises) satisfy desirability and feasibility but fail on business viability, leading to failure.
Exam tip: Memorise the five conditions as a checklist: Audacity, Ambiguity, Availability, Access, Diversity. In exam questions, be ready to argue why a given scenario does or does not warrant design thinking — especially if time is scarce or the goal is trivial.
Key takeaways
- Design thinking is not a default method; it is high‑cost and only justified when all five conditions are met.
- Elevating a problem (e.g., from “hole in wall” to “beautiful wall”) reveals audacious goals and unlocks more solutions.
- Ambiguity and time are essential for genuine discovery; without them, lean thinking suffices.
- Customers must co‑create at every step — surprises are unwelcome in business.
- Team diversity (beyond gender) fuels creativity but requires deliberate leadership to tolerate slower convergence.
- A great solution must satisfy human desirability, technical feasibility, and business viability simultaneously.
Key Tenets of Design Thinking – Part I
Design thinking rests on a set of core principles. This section covers the first three of fourteen tenets.
1. Human-centricity: Bring the human to the centre, not the product
Intuition: Most organisations are product‑centric, profit‑centric, or regulator‑centric. Human‑centricity means designing for the actual people who will use the solution — including children, the elderly, and people with disabilities — not for a policy or a quarterly target.
Examples of missing human‑centricity:
- Airline safety demonstrations – The crew rattles off emergency‑exit instructions in under a minute; passengers nod without truly understanding. The behaviour is driven by regulatory compliance, not by making sure a passenger can actually open the exit under stress.
Examples of human‑centricity:
- Singapore’s public transport – Designed for all users: children, the elderly, wheelchair users, non‑English speakers. The system is so intuitive and connected that even a first‑time visitor can navigate it easily, leading to one of the highest public‑transport adoption rates in the world.
- Children using public transport in Japan – Five‑year‑olds travel alone by subway or bullet train because the system is built around their needs. A genuine test of human‑centricity: give the product or service to a child. If a child can use it without a manual, it is truly human‑centred.
2. Design thinking is about thinking, not design
Intuition: The term “design thinking” is a misnomer. It does not mean “thinking about what to design”; it means designing your own thinking. Yet no school subject ever taught us how to think systematically — we were just expected to pick it up. Thinking without a model leads to overthinking, not better thinking.
Example – Tata Nano:
- Genesis: Ratan Tata saw a family of four struggling on a motorbike in the rain and wanted to give them a safe, affordable car. The project aimed for a ₹1‑lakh car.
- Outcome: The car was built, but nobody bought it.
- Root cause: The team focused on designing the cheapest car possible (product focus) instead of thinking about the customer’s real priorities. The starting point was sympathy (“they need a car”) rather than empathy (“what do they actually need?”). Possible priorities: parking space, daughter’s marriage, children’s education, a bigger house. A car may come later — and certainly not a car perceived as “cheap.” The product promise (affordability) clashed with product aspiration (pride of ownership).
Exam tip: The Tata Nano case is a classic trap: a technically brilliant product fails because the designers skipped empathy and built from sympathy. Design thinking demands that you first think about the human — not just design a thing.
3. Focus on the subject, not the object
Intuition: This tenet is closely related to human‑centricity. Instead of obsessing over the artefact (the object), focus on the person who needs it (the subject) and their underlying need.
Example – Baby incubator vs. Embrace Baby Warmer:
- The problem: Many underweight newborns die in the first 24 hours. Incubators save lives, but the ones donated to Indian government hospitals are often unused.
- Why? They require continuous electricity, oxygen, air‑conditioning, trained staff, and specialised maintenance. They are over‑engineered for the Western context and unsuitable for rural India.
- The human‑centred shift: Ask not “How do we make a cheaper incubator?” but “What does the baby actually need?” The answer is warmth — and warmth doesn’t require an incubator. The Embrace Baby Warmer (developed at Stanford’s d.school) is a simple, low‑cost quilt that maintains temperature without electricity, allows the mother to hold the baby skin‑to‑skin, and is easy to clean and reuse. The solution reframes the problem from the object (incubator) to the subject (baby).
Key takeaways
- Human‑centricity means designing for actual people, not for regulations, profits, or products. The ultimate test: can a child use it without instruction?
- Design thinking is about thinking, not designing. It is a systematic way to improve how you think — moving from sympathy to empathy.
- Focus on the subject, not the object. Ask what the human truly needs (e.g., warmth, not an incubator) and work backward from that need.
- The three tenets are interconnected: all demand that the human being remains at the centre of every decision.
1. Solve Problems With the Customer (Not For Them)
Traditional problem solving: solve for the customer — the expert delivers a finished solution. Design Thinking: solve with the customer — collaborate throughout, even with a half-baked product. This requires courage and humility from both sides: the designer admits “I don’t have all the answers” and the customer admits “I may not fully understand my problem.”
Work with lead users — advanced customers who understand the problem and can co-create the solution.
Example: The Mirror Box (V.S. Ramachandran) Phantom limb pain: amputees feel excruciating pain in a missing limb. Traditional route: brain surgery (risky, complex). Ramachandran’s solution: a $10 mirror box. The patient places the intact limb in one compartment and the phantom limb in the other. The mirror reflection “fools” the brain into seeing the missing limb move. Coordinated movement of both limbs relieves the pain permanently. This is solving with the patient (in neurosurgery patients are awake and talking) — radical, low-cost, and unprecedented.
Key takeaway: Collaborating with the customer, not just delivering to them, unlocks elegant, low-cost solutions that surgery or conventional methods cannot match.
2. Think Beyond the Product
Products are not ends in themselves. Successful companies think from the customer backward — what else does the customer need to complete their journey?
| Company | Beyond the core product | Full experience offered |
|---|---|---|
| Royal Enfield | Motorcycle | Helmets, guards, kneecaps, gloves, riding gear – a lifestyle ownership |
| Asian Paints | Paint | Certified applicators, colour counselling, interior design services – a home-making company |
Key takeaway: “Make a better mousetrap and the world will beat a path to your door” rarely works. Think of the whole ecosystem around your product.
3. Balance Desirability, Feasibility, and Viability
Every innovation must satisfy three overlapping criteria:
- Desirability – What do humans need?
- Feasibility – Is it technically possible?
- Viability – Does it make business sense?
Examples of companies that nailed all three:
- BigBasket – Desirability: choose exact delivery slot, no secondary packaging, private label (Royal), fresh produce. Feasibility: deep analytics, gradual city expansion. Viability: profitable throughout, acquired by Tata.
- DMart – Desirability: narrow range, deep discounts. Feasibility: own land (no rental cost), disciplined vendor payments. Viability: profitable for 24 years, only profitable brick‑and‑mortar retailer in India.
- IndiGo – Desirability: low fares, punctuality. Feasibility: tight operations, single aircraft type. Viability: profitable every quarter except pandemic – unlike Deccan, Kingfisher, Jet Airways who lost balance on one dimension.
Key takeaway: If any one dimension is missing, the innovation fails. Startups in Bangalore (BigBasket) and disciplined retailers (DMart, IndiGo) show that tight alignment produces sustained profitability.
4. Diverge Before Converge
Divergent thinking ≠ convergent thinking.
- Divergent: generate many answers (creativity).
- Convergent: select the right answer (intelligence).
Most people jump from one problem to one solution (pattern mapping). Design Thinking demands: quantity over quality first, then narrow down.
| Divergent | Convergent |
|---|---|
| Goal: increase options | Goal: reduce options |
| Defer judgement | Evaluate and select |
| Combines unrelated ideas | Tests feasibility |
Example: Paper + glue = ordinary; combine them → Post‑it Note. Plastic + glue = ordinary; combine → Cello tape. Innovation comes from recombining ideas from different domains.
Exercise: “Give 20 ways to empty a glass of water without breaking it.” Generating 20 is harder than choosing the best from a list. Hence divergent thinking is the rarer skill.
Key takeaway: Always diverge first (generate many ideas, defer judgment), converge later (choose the best). Do not skip to the solution.
5. Compartmentalize Thinking: Explore, Generate, Validate
Separate the process into three spatially, mentally, and temporarily distinct compartments:
- Problem Exploration – Spend time with the problem. Do not generate solutions. Defer judgment. Go deeper into what the problem really is.
- Solution Generation – Generate multiple ideas (individual and group). Do not evaluate any idea during this stage; build a “bookie” of ideas. Avoid shooting down ideas (“yes, and” instead of “yes, but”).
- Idea Validation – Pick ideas one by one and test them against reality.
Exam tip: The most common mistake is to evaluate and generate simultaneously. Resist. Keep compartments separate – especially during brainstorming sessions.
Key takeaway: Three sequential steps – explore the problem, generate many solutions, then validate. Never jump straight to solution.
6. From Symptoms → Problems → Root Causes
What appears to be the problem is usually only a symptom. A good designer (like a good doctor) digs deeper.
- Symptom – Surface‑level manifestation (e.g., Bangalore traffic, headache, fever).
- Problem – The underlying condition (e.g., poor urban planning, diabetes).
- Root cause(s) – The fundamental drivers (e.g., lifestyle, genetics, infection – often multiple, not one).
Example: Diabetes
- Symptoms: constant thirst, frequent urination, sore feet, vision loss, hunger.
- Problem: diabetes.
- Root causes: lifestyle, food allergies, renal infection, genetics – determined via diagnostics (blood sugar tests, history).
Application in design: When faced with a user issue, do not stop at the symptom. Use interviews, observations, and data to uncover the true root causes. Only then generate solutions.
Key takeaway: “Symptoms → problems → root causes” is a funnel. Stay at the symptom level and you will solve the wrong thing. Always push to root causes.
Overall Key Takeaways – Part II & III
- Solve with the customer, not for them – requires courage and humility.
- Think beyond the product to the full customer experience.
- Every innovation must balance desirability, feasibility, and viability.
- Diverge first (quantity over quality), then converge – separate idea generation from evaluation.
- Compartmentalize: explore problems, generate ideas, validate – never mix.
- Always dig from symptoms to problems to root causes; surface‑level fixes are temporary.
1. Minimalism: Emphasize “What Less”, Not “What Else”
Intuition: Engineers tend to add features; design thinking strips away complexity. The goal is not to ask “what else can I add?” but “what can I remove?”. This is the essence of minimalism (Steve Jobs’ approach).
The FAB Model
To distinguish between features and real value, use the FAB model:
- Features: All the technical capabilities of a product (e.g., hundreds of buttons on a VCR remote).
- Advantages: How the product is superior to competitors or alternatives.
- Benefits: The actual value the consumer derives.
More features do not automatically lead to more benefits. Products with fewer features can be more robust and deliver greater benefits.
Examples:
| Product | Features | Outcome |
|---|---|---|
| VCR remote | Hundreds of buttons (over-engineered) | Customer confusion |
| Amazon Fire TV stick remote | Only 7–8 buttons (minimal) | Every button used, simple experience |
| Pencil | One function – writing | Unchanged for centuries, still in every household |
| Safety pin | One function – fastening | Design unchanged for over 100 years |
Exam tip: The pencil and safety pin are classic examples of products that do one thing extremely well – a core design thinking principle. Memorise them for essays.
Quote from Lao Tzu: “To gain knowledge, add something daily. To gain wisdom, remove something daily.”
Key takeaways
- Design thinking is about subtraction, not addition.
- FAB model: Features ≠ Benefits; less can be more.
- Classic examples: VCR remote (bad) vs. Fire TV remote / pencil / safety pin (good).
- Practice minimalism in life and design: ask “what can I remove?”
2. Think with Your Hands
The human hand and brain co-evolved. The opposable thumb (an evolutionary accident) enables grasping and tool use. To make your mind work effectively, use your hands. Avoid only talking about a problem; instead, get your hands dirty.
Activities that engage the hands:
- Cooking, gardening, painting, moulding, sculpturing, sketching, playing a musical instrument.
Playing an instrument uses both hands simultaneously (ambidexterity), which strengthens the corpus callosum – the bridge between the left and right brain hemispheres.
Example: Albert Einstein’s brain had a thicker corpus callosum than average, attributed to his daily violin practice (2 hours). He said, “If I was not a physicist, I would have been a musician.”
Key takeaways
- Hands-on activity drives clearer thinking.
- Bimanual tasks (e.g., playing instruments) enhance brain connectivity.
- Practice thinking with your hands: take up a hobby that involves fine motor skills.
3. Sell the Problem Before the Solution
A presentation gets hijacked when the problem doesn’t feel urgent. If the problem isn’t important, the solution can never be. Therefore, first sell the problem with powerful storytelling.
The SCQA Framework (Barbara Minto, McKinsey)
| Letter | Meaning | Description |
|---|---|---|
| S | Situation | The stable background fact. |
| C | Complication | Why the situation now demands attention – a disruption, gap, or tension. |
| Q | Question | The central question that emerges from the complication. |
| A | Answer | The proposed solution or recommendation. |
Worked example – Getting employees back to office:
- Situation: After the pandemic, companies allowed work-from-home, and many continued.
- Complication: Lack of cultural integrity, creativity, collaboration, and performance slack.
- Question: How to bring employees back without dampening morale?
- Answer: (1) Roster teams for specific office days; (2) Offer facilities (good food, creche); (3) Incentivise regular attendance.
Exam tip: The SCQA structure is a powerful storytelling tool for any business case. Practice framing a problem using the four steps in under 2 minutes.
Key takeaways
- Always make the problem feel important before pitching your solution.
- SCQA = Situation → Complication → Question → Answer.
- Use storytelling; stories stick better than concepts.
4. Visual Thinking – Draw Your Ideas
Design thinking workshops are highly visual: colours, sketchpens, stickies, doodles, Play-Doh, Lego. This is visual thinking – externalising ideas openly for scrutiny.
Comparing three ways of ideation:
| Mode | Characteristics |
|---|---|
| Speaking | Cheap, leads to argument |
| Writing | Requires some thought, but still shallow |
| Drawing | Forces detail, clarity for self and others, evolves the idea, invites collaboration |
Verdict: Drawing (sketching) is the most powerful because it forces precision, makes the idea tangible, and encourages real-time iteration with the team.
Key takeaways
- Think out loud by putting your ideas on paper – don’t keep them private.
- Sketching > writing > speaking for clarity and collaboration.
- Use visual materials (colours, sticky notes) to externalise thinking.
5. Fail Often to Succeed Sooner
Six Sigma aims for “right first time”. Design thinking aims for “wrong first time, wrong second time, wrong third time, maybe right fourth time.” Innovation inevitably involves failure.
Examples:
- Saturn V rocket (Apollo 11) had a 40% failure rate.
- SpaceX: First three launches failed; only the fourth succeeded with limited resources.
Why failure is okay:
- People’s memory is short – they forget both success and failure.
- Regret comes from things not tried, not from failed attempts.
- The best teacher is personal experience.
Rapid iterative model: Maximise the number of tryouts per dollar and per hour to increase learning.
Nature’s analogy – evolution through mutation: Most mutations fail; those that fit the environment survive. 99.99% of all species have gone extinct. The human species survives because we keep evolving through trial and error.
Key takeaways
- Design thinking embraces failure as a learning tool.
- Fail often and fast to succeed sooner.
- Maximise experiments per unit of time or money (“learning per dollar”).
- Failure is not final; it’s a step towards fitness (like natural selection).