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Design thinking for beginners: the phases and a first exercise

What design thinking is, which phases it has and how to go through them yourself on a small problem: from talking to people to a prototype and a test.

  • What design thinking is, in plain words
  • Which phases it has and why they don't run strictly in order
  • How to go through the whole cycle on a small problem in a few days
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Five steps of a first design thinking exercise

  1. 1

    Step 1

    Pick a small real problem and talk to people

  2. 2

    Step 2

    Define the problem

  3. 3

    Step 3

    Generate lots of ideas

  4. 4

    Step 4

    Make a simple prototype

  5. 5

    Step 5

    Test, go back and see it through

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This guide is for you if you

  • Have heard the term but not tried it

    Design thinking comes up in courses and job posts, but what it looks like in practice is still unclear.

  • Jump straight to screens

    You're used to starting in Figma, and later it turns out the solution doesn't fit the real problem.

  • Want an approach, not a tool

    You're looking for a way to solve problems that works in UI/UX and beyond it.

In short

  • Design thinking is an approach to problem solving that starts with people and their needs, not with a ready-made solution.
  • Nielsen Norman Group describes six phases: empathize, define, ideate, prototype, test and implement.
  • IDEO stresses three conditions: a solution should be desirable for people, viable for the organization and feasible with technology.
  • The phases don't run strictly in order: after a test, teams often go back to defining the problem or to ideas.
  • Design thinking doesn't replace the work: without implementation it's just nice sticky notes on a wall.

Five steps of a first design thinking exercise

  1. 1

    Step 1

    Pick a small real problem and talk to people

    The first phase in Nielsen Norman Group's model is empathize: researching what people do, say, think and feel. For a practice exercise, pick a small problem you can discuss with people around you: how residents of a building agree on shared tasks, how students in a group share materials, how parents find out about school events. Talk to a few people who have this experience.

    • ask about specific cases: "Tell me about the last time you agreed on repairing the stairwell";
    • look for workarounds: chats, spreadsheets, notices on doors, phone calls;
    • write down verbatim quotes and moments of frustration;
    • lay out what you heard on an empathy map: what the person says, thinks, does and feels.

    💡 Don't suggest solutions during the conversation. As soon as you say "what if there were an app…", the person starts judging your idea instead of talking about themselves.

  2. 2

    Step 2

    Define the problem

    The define phase is when observations turn into a clear problem. Group your notes and see what repeats across people. Then write a user need statement: who the user is, what they need and why. NN/g describes such a statement as a tool for agreeing on which problem exactly you're solving.

    • NN/g template: "[A user] needs [need] in order to [goal]";
    • example: "Residents of a building need to know who has already paid for the repair and when, so that agreements don't fall apart";
    • the statement contains no solution: not "they need an app" but "they need to know";
    • if there are several problems, pick one for this exercise.

    Show your exercise

    Fresh eyes quickly spot where the solution appeared before the problem. Share your need statement and prototype in the community and ask whether one follows from the other. It's free.

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  3. 3

    Step 3

    Generate lots of ideas

    In the ideate phase, quantity matters more than quality: you'll judge later. To avoid settling on the first idea, reframe the problem as a "How might we…?" question. According to NN/g, this template was introduced by Procter & Gamble in the 1970s, later adopted by IDEO, and is now widespread in design thinking. A good question doesn't suggest a solution, is broad enough and focuses on the desired outcome.

    • example: "How might we let every resident see what stage an agreement is at?";
    • set a short time limit and write down as many ideas as you can, even strange ones;
    • bring someone else in: other people's ideas are good to build on and combine;
    • pick 1–2 ideas using IDEO's three conditions: do people need it, can it be sustained, can it be built.

    💡 The solution doesn't have to be an app. Sometimes the best idea is a sign on a door, a message template or a change in the process.

  4. 4

    Step 4

    Make a simple prototype

    A prototype is a quick way to check which parts of an idea work and which don't. Start with the cheapest: NN/g writes that a paper prototype lets you test early ideas at a very low cost and fix problems before money is spent on building something. Draw a few screens on paper or put together simple mockups in Figma, whichever is faster for you.

    • the prototype should show only the main scenario, not the whole product;
    • don't spend time on colors and fonts: logic matters now;
    • if the solution isn't digital, the prototype can be a mockup of a notice or a role-play;
    • prepare 1–2 tasks to check: "Find out who hasn't paid for the repair yet".
    Stuck at the ideas or prototype stage? Ask the community →
  5. 5

    Step 5

    Test, go back and see it through

    In the test phase, show the prototype to people similar to those you talked to at the start and see whether the solution really helps. You'll almost certainly learn something new and go back to ideas or even to the problem statement, and that's normal: the process is iterative. NN/g's sixth phase is implement, and the article specifically notes that it's the one most often forgotten. For a practice exercise, implementation means a polished mockup and a written-up case study.

    • watch what people do, not just what they say about the idea;
    • write down what was confirmed, what wasn't and what you changed after the test;
    • in the case study, show the whole path: conversations → problem → ideas → prototype → test → fixes;
    • be honest about limits: how many people, how many iterations, what you didn't get to check.

    💡 Show your need statement and prototype in the community. The most useful question: "Does this solution follow from the problem I defined?"

You're not alone with these questions

We counted what people ask about most in our community. Learning and courses come first, and UX research is a constant topic. Questions like "where do I start a project without a brief?" come up here too, and they get answered.

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Messages by topic in Spaceberry Community, July 2024 — November 2026. Keyword search.

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Questions and answers

Didn't find your answer? Ask it in the community.

How many phases does design thinking have: five or six?

It depends on the model. Stanford d.school describes five modes: empathize, define, ideate, prototype, test. Nielsen Norman Group adds a sixth phase, implement. The essence is the same: understand people, define the problem, look for solutions and test them. For a first exercise the model doesn't matter: go through the whole cycle on a small problem and don't skip the test.

How is design thinking different from the Double Diamond?

The Double Diamond is a model by the UK's Design Council with four phases: discover, define, develop, deliver. The first diamond is about exploring and defining the right problem; the second is about exploring and testing solutions. It's another way to describe the same logic: widen your view first, then narrow it.

Do I need design thinking if I'm learning UI design?

Yes, because an interface is an answer to someone's need. Even if you only do the visual part, understanding the problem helps you explain your decisions in a case study and in an interview. Without it, a case study is a set of nice screens; with it, it's a story: who you helped with what, which options you tested and why you chose this one.

Where can I find exercises and methods?

Stanford d.school publishes the Design Thinking Bootleg for free: a deck of method cards for each of the five modes that you can download as a PDF. It works best combined with practice on real problems and showing the results to others. Three methods from this guide are enough to start: an empathy map, a user need statement and a "How might we…?" question.

Is the Spaceberry community paid?

No. Spaceberry Community is free: it's supported by Spaceberry Foundation, a non-profit public organization. All you need to join is a Telegram account. The community has 1,504 designers who ask about UX research and starting a project without a brief, share prototypes for feedback and take part in design games with the same brief and a deadline. You can share your design thinking exercise too. Most conversations are in Ukrainian.