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ROI【🔏Classified File】 No. X032 | What is Design Thinking

EN 2025-09-11 10:00

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Detective Notes: The creative problem-solving methodology "Design Thinking" secretly practiced by Silicon Valley's innovative companies. Many misunderstand it as a "designer-only method," but its true identity is a "5-stage system for creating innovation from deep human needs." Why did this methodology, born at Stanford University's d.school, become the transformation engine for global companies like Apple, Google, and IBM? How does the thinking process that begins with empathy and iterates through prototyping and testing generate innovative solutions that traditional logical analysis cannot discover? Uncover the true nature of this new innovation creation paradigm woven from "human-centricity" and "experimentation focus."

What is Design Thinking - Case Overview

Design Thinking, formally known as "Human-Centered Creative Problem-Solving Methodology," is an innovation creation framework systematized in the 1990s by David Kelley of IDEO and Stanford University's d.school. Comprising five stages: "Empathize → Define → Ideate → Prototype → Test," it is recognized among our clients as a method for systematically creating and validating solutions starting from users' deep needs. However, in actual practice, it is often understood merely as "systematized brainstorming," with most companies failing to grasp its true revolutionary value: the fundamental transformation of existing thinking paradigms through human-centricity and experimentalism.

Investigation Notes: Design Thinking is not simply a "creativity enhancement method" but a "system for reverse-engineering innovation from fundamental human desires." We need to clarify why it begins with "empathy" and why it emphasizes the experimental cycle of "Prototype → Test" rather than logical analysis.

Basic Structure of Design Thinking - Evidence Analysis

Primary Evidence: Five-Stage Thinking Process

Empathize - Deepening Human Understanding

"Experiential understanding of users' worldviews, emotions, and contexts"
・Observe: Detailed observation of behaviors, environments, interactions
・Engage: Direct dialogue and interviews with users
・Immerse: Pseudo-real experience of user experiences

Empathy Methods Examples:
・Fieldwork and ethnographic research
・Shadowing and accompanying experiences
・Depth interviews and life story collection
・Persona and empathy map creation
・User journey mapping
・Extreme user research

Key Principles:
・Suspend judgment, focus on understanding
・Attention to actions and emotions, not just words
・Understanding including context, environment, relationships
・Continuously questioning one's assumptions and common sense

Define - Structuring Insights

"Converting insights from observation and empathy into problems"
Pattern Recognition: Extracting common themes from collected information
Insight Discovery: Converting surface needs to deep desires
POV (Point of View) Creation: Problem definition from user perspective
HMW (How Might We) Creation: Restructuring into solvable problems

Problem Definition Structure:
"[Specific User] needs [Specific Experience/Emotion] in [Specific Situation]
because [Deep Reason/Insight]."

Good Problem Definition Criteria:
Human-centered: Starting from human desires and emotions
Specific: Concrete situations and experiences, not abstract
Actionable: Indicating direction for solution creation
Inspiring: Stimulating team and organizational creative motivation

Ideate - Divergent Solution Generation

"Mass generation of creative solutions beyond constraints"
Quantity Focus: Prioritizing quantity over quality, generation over criticism
Constraint Liberation: Temporarily ignoring existing conventions and resource limitations
Combination: Combining ideas from different fields and industries
Perspective Shift: Reframing and changing angles of problems

Creative Methods Examples:
Brainstorming and brainwriting
SCAMPER method and Osborn checklist
Analogical thinking and biomimetics
Worst idea method and reverse thinking
Storytelling and role-playing
Crazy 8s (8 ideas in 8 minutes)

Four Principles of Creation:
Defer Judgment: Postpone criticism and evaluation
Welcome Wild Ideas: Embrace outlandish and unrealistic ideas
Go for Quantity: Maximize diversity and options
Build on Others: Develop and improve others' ideas

Prototype - Materializing Ideas

"Rapid materialization and visualization of ideas"
Low Fidelity: Quick creation with paper, cardboard, simple materials
Learning Purpose: Means for learning and validation, not finished products
Iterative Improvement: Create  break  recreate cycle
Experience Creation: Converting concepts into experienceable forms

Prototype Types:
Paper Prototypes: Screen and interface design
Physical Prototypes: Cardboard and 3D printer modeling
Digital Prototypes: Simple apps and websites
Service Prototypes: Role-playing and experience simulation
Business Model Prototypes: Revenue structure and operation trials

Prototype Creation Principles:
Speed: Creation within hours to days
Low Cost: Realization with minimal resources
Learning Focus: Creating learning opportunities over functional completion
Shareable: Facilitating dialogue and feedback with others

Test - Experimental Learning

"Hypothesis validation and learning through prototypes"
User Testing: Observing actual user experiences
Hypothesis Validation: Discovering gaps between design intent and actual experience
Learning Extraction: Finding next improvement directions from failures and unexpected results
Iterative Design: Reflecting test results in next prototypes

Testing Methods Examples:
Usability testing and A/B testing
Field testing and pilot implementation
Feedback sessions and observational research
Preference testing and concept testing

Key Testing Principles:
Welcome Failure: Maximizing learning opportunities from failures
Early and Frequent: Early and frequent implementation before completion
Observation Focus: Emphasizing user actions and reactions over words
Iterative Improvement: Cyclical Test  Improve  Re-test

Evidence Analysis: The innovation of Design Thinking lies in creating innovative solutions that traditional logical analysis cannot discover through the combination of "reverse engineering from deep human needs" and "step-by-step solution construction through experimentation."

Design Thinking Implementation Procedures - Investigation Methods

Investigation Finding 1: Specific Application Example (Healthcare Service Improvement)

Case Evidence (Development of Medication Management Service for Elderly):

Empathize Phase(3 weeks)
User Understanding Activities:
Home visits to elderly (20 people × half day each)
Detailed recording of behaviors, emotions, difficulties during medication
Interviews with family, caregivers, doctors, pharmacists (40 people total)
Behavioral observation at pharmacies and hospitals
Real experience of existing service usage

Discovered Deep Needs:
Surface Issue: "Forgetting to take medication"
Deep Insights:
"Anxiety and fear about declining health management ability"
"Guilt about burdening family"
"Cognitive fatigue from complex systems"
"Desire to maintain dignity and autonomy"
"Thirst for sense of security and being supported"

Define Phase(1 week)
Insight Structuring:
Issue categorization through affinity mapping
Persona creation: "Ms. Tanaka (73), former teacher who values independence"
Empathy map: Integrated understanding of emotions, thoughts, actions, statements

Problem Definition (POV):
"Elderly who value independence need an experience that provides 
a sense of security while maintaining dignity in medication management,
because they seek both emotional reassurance of 'being watched over' 
and self-efficacy of 'being able to do it myself,' not just functional support."

HMW (How Might We) Question:
"How might we enable elderly to simultaneously gain self-efficacy and security in medication management?"

Ideate Phase(2 weeks)
Idea Generation Activities:
Co-creation workshops with elderly, families, healthcare professionals
Analogies from other industries (education, entertainment, hotels)
"What if medication management were like ○○?" analogical thinking

Generated Ideas (excerpts):
1. "Medication Management Gamification"
   - RPG-like progress and achievement system
2. "AI Medication Management Partner"
   - Conversational AI with personalized support
3. "Family Connection Medication Management"
   - Family oversight and encouragement messaging
4. "Medication Management Community"
   - Peer encouragement and information sharing
5. "Medication Management Learning Program"
   - Knowledge and confidence building system

Prototype Phase(3 weeks)
Selected Concept: "AI Medication Management Partner" + "Family Connection" Integration

Prototype Creation:
Week 1: Paper Prototypes
Medication management app screen design (hand-drawn, sticky notes)
User flow and information structure visualization

Week 2: Digital Prototypes
Simple app (Clickable prototype in Figma)
AI conversation simulation (Wizard of Oz method)

Week 3: Service Prototypes
Experience simulation using actual medications
Role-play experience with family and AI roles

Test Phase(2 weeks)
Validation Activities:
User testing with elderly using prototypes (15 people)
Family interaction testing (10 households)
Professional evaluation by healthcare providers

Test Results:
Expected Reactions:
Sense of security and friendliness toward AI conversation
Positive response to family connection feeling

Unexpected Discoveries:
"Anxiety about over-reliance on AI"
"Privacy concerns (medication information)"
"Emphasis on interface visibility over operational complexity"

Learning and Improvement Points:
"I did it myself" emphasis function to resolve AI dependency anxiety
Selective adjustment function for family shared information
Voice operation and large text for improved visibility

Improved Prototype Results:
User satisfaction: 85%92%
Continued use intention: 70%88%
Family peace of mind: 78%91%

Investigation Finding 2: Detailed Success Requirements by Stage

Stage-by-Stage Implementation Guidelines:

Empathize Success Requirements:
Temporary suspension of preconceptions and assumptions
Deep diving with "Why?" and "How do you feel?"
Attention to contradictions and gaps between actions and statements
Learning from extreme users (heavy users and non-users)
Prioritizing qualitative insights over quantitative data

Define Success Requirements:
Converting from "user words" to "deep needs"
Reframing from "technical problems" to "human challenges"
Clarifying specific users, situations, experiences
Balancing solvability and inspiration
Unifying problem recognition within the team

Ideate Success Requirements:
Temporary suspension of evaluation and criticism
Ignoring "feasibility" constraints
Active learning from other fields and industries
"And" thinking (not "or")
Promoting understanding through visualization and concretization

Prototype Success Requirements:
Prioritizing "speed" over "perfection"
Designing for maximum learning opportunities
Welcoming failure and experimentation culture
Concrete reproduction of user experiences
Facilitating common understanding within team

Test Success Requirements:
Emphasizing "learning" over "proving correctness"
Detailed observation of user behaviors and reactions
Active learning from unexpected results and failures
Multiple rounds of testing and improvement iteration
Integrating learning into next cycles

Investigation Finding 3: Organizational Design Thinking Implementation Patterns

Stage-by-Stage Implementation Approach:

Implementation Preparation (1-2 months):
Design thinking understanding and experience workshops
Cultivating promoters and champions
Selecting pilot project candidates
Environment setup (physical space, time, tools)

Pilot Implementation (3-6 months):
Full process implementation on limited challenges
Utilizing external facilitator support
Detailed recording of implementation process, results, learning
Organizational sharing and feedback collection

Expansion (6-12 months):
Parallel implementation across multiple departments and projects
Internal facilitator training and certification
Design thinking community formation
Organizational customization of tools and methods

Cultural Establishment (12+ months):
Integration into daily business processes
Reflection in performance evaluation and reward systems
Continuous learning and improvement system construction
External partner and ecosystem formation

The Power of Design Thinking - Hidden Truths

Warning File 1: Creation of Human-Centered Innovation Creates innovative solutions from deep human needs that cannot be discovered through traditional technology-driven or competitive analysis approaches. Starting from users' unspoken desires and emotions enables value creation beyond existing market frameworks.

Warning File 2: Learning Speed Enhancement Through Experimental Culture Dramatically improves learning and improvement speed through the shift from "perfect analysis" to "rapid experimentation." Welcomes failure and enables early, frequent prototyping and testing to maximize innovation while minimizing risk.

Warning File 3: Enhanced Organizational Creativity and Collaboration Systematically improves organizational creativity through processes and methods rather than relying on individual creativity. Utilizes collective intelligence through diverse expertise and perspectives, and creates active idea exchange through psychological safety.

Warning File 4: Improved Implementation Success Through Customer Co-creation Gains natural customer support by involving customers as "co-creation partners" rather than "research subjects." Significantly improves solution market fit and implementation success rates.

Limitations and Cautions of Design Thinking - Potential Dangers

Warning File 1: Formalization Through Process Obsession Most frequent failure pattern. Risk of Design Thinking "implementation" becoming an end in itself, neglecting actual problem-solving and value creation. Risk of being satisfied with "going through the 5 stages" while overlooking results and impact.

Warning File 2: Shallow Insights from Surface-Level User Understanding Risk of observation and interviews in the empathy phase remaining superficial, failing to discover true deep needs and insights. Danger of mistakenly "understanding" by just "hearing user voices" due to time constraints and skill deficiency.

Warning File 3: Feasibility Neglect Due to Creativity Overconfidence Risk of overemphasizing creativity in ideation and prototype phases while neglecting feasibility, business value, and technical constraints. Risk of "interesting ideas" not converting to "executable solutions."

Warning File 4: Lack of Continuity Due to Short-term Thinking Problem of ending with one-off project implementation without achieving organizational learning and capability accumulation. Risk of treating Design Thinking as a "special method" without integration into daily business processes or cultural establishment.

Warning File 5: Misapplication Due to Universal Solution Fallacy Excessive expectation of applying Design Thinking to all challenges. Risk of inefficiency from forced application in areas where other approaches are more appropriate, such as technical issues, operational efficiency, or regulatory compliance.

Related Evidence 1: Integration with Double Diamond Model

Problem-Solving Process × Design Thinking:
Discover  Integrated implementation of Empathize and Define
Define  More structured problem definition from Design Thinking
Develop  Solution creation through Ideate and Prototype
Deliver  Validation, implementation, improvement through Test

Fusion of process systematicity and user-centricity

Related Evidence 2: Collaborative Use with Jobs Theory

Customer Job Discovery × Design Thinking:
Empathize  Deep discovery of customers' true jobs and situations
Define  Job-based problem definition and challenge structuring
Ideate  Creative solution ideation for job achievement
Prototype  Concrete materialization and visualization of job experience
Test  Validation and improvement of job achievement and satisfaction

Mutual reinforcement of human understanding and job understanding

Related Evidence 3: Deepening Empathy Maps and Personas

User Understanding Methods × Design Thinking:
Empathize  Foundation for empathy map and persona creation
Define  Precise problem definition through user understanding
Ideate  Persona-oriented solution ideation
Prototype  User experience-focused prototyping
Test  Persona-based testing and validation

Utilizing and deepening user understanding methods through Design Thinking

Related Evidence 4: Fusion with Lean Startup

Business Hypothesis Validation × Design Thinking:
EmpathizeDefine  Deep exploration and precision of customer problem hypotheses
IdeatePrototype  Creation and materialization of solution hypotheses
Test  Continuous validation through Build-Measure-Learn cycles

Integrated approach of human-centered design and business hypothesis validation

Related Evidence 5: Continuous Improvement through PDCA

Continuous Improvement × Design Thinking:
Plan  Challenge and solution planning in Define and Ideate
Do  Implementation and experimentation in Prototype and Test
Check  Effect measurement and learning extraction in Test
Act  Reflection in next cycle's Empathize and Define

Integrating Design Thinking into continuous improvement systems

Industry-Specific Design Thinking Applications - Special Evidence

Related Evidence 6: Product and Service Innovation in Manufacturing

Manufacturing-Specific Applications:
Empathize  Deep observation in factory floors and customer usage environments
Define  Integrated challenge definition of functionality and humanity
Ideate  Creative function and experience ideation beyond technical constraints
Prototype  Functional and experience prototypes
Test  Integrated evaluation of technical performance and human experience

Innovation integrating technical superiority and human-centricity

Related Evidence 7: Service and Experience Design in Financial Services

Financial Industry Applications:
Empathize  Deep exploration of customer financial behaviors, emotions, anxieties
Define  Identifying solvable challenges under regulatory constraints
Ideate  Fintech and digital technology utilization ideas
Prototype  Service experience and interface prototypes
Test  Integrated validation of convenience, safety, reliability

Balancing innovation with safety and trust in regulated industries

Related Evidence 8: Learning Experience Innovation in Education

Educational Applications:
Empathize  Deep understanding of learner motivation, barriers, emotions
Define  Integrated challenge setting of learning outcomes and experience
Ideate  Creative combinations of educational methods and technology
Prototype  Learning experience and curriculum prototypes
Test  Integrated evaluation of learning effectiveness and satisfaction

Learner-centered educational experience design and innovation

Design Thinking Implementation Challenges and Solutions in Japanese Companies - Special Investigation

Related Evidence 9: Cultural Adaptation Strategies

Japan-Specific Challenges and Solutions:

Challenge 1: "Failure Avoidance and Perfectionism Culture"
Solutions:
Cultivating "prototypes are for failure" culture
Management messaging welcoming experimentation and failure
Building and sharing small success stories

Challenge 2: "Consensus Building and Approval Culture"
Solutions:
Incorporating step-by-step consensus building processes
Understanding facilitation through visual prototypes
Stakeholder-inclusive workshops

Challenge 3: "Specialization Focus and Departmental Silos"
Solutions:
Institutionalizing cross-departmental team formation
Project composition emphasizing diversity
Active utilization of external perspectives and cross-industry experience

Challenge 4: "Efficiency and Productivity Focus"
Solutions:
Visualizing Design Thinking ROI and effect measurement
Integrated and efficient approaches with existing operations
Management understanding of long-term investment value

Success Requirements:
Top management understanding and support
Ensuring psychological safety and experimental culture
Appropriate time, space, and resource allocation
Continuous learning and improvement system construction

Evolution and Future of Design Thinking - Additional Investigation

Related Evidence 10: Design Thinking in the Digital Age

Digital Technology × Design Thinking:

AI and Machine Learning Applications:
Deep need discovery from user behavior data
Large-scale personalization realization
Automated prototype generation and A/B test optimization

Virtual and Remote Environment Implementation:
Development of online empathy and observation methods
Utilization of digital prototyping tools
Remote collaboration and co-creation platforms
Experience prototypes using VR/AR technology

Data-Driven Design Thinking:
Integrated analysis of quantitative data and qualitative insights
Real-time user feedback collection
Automated continuous experimentation and learning systems
Predictive user need forecasting

Role of Design Thinking in Organizational Transformation - Special Investigation

Related Evidence 11: Design Thinking as Organizational Culture Transformation Engine

Organizational Transformation × Design Thinking:

Mindset Transformation:
Shift from "finding correct answers" to "experimentation and learning"
Change from "risk avoidance" to "failure welcome"
Transition from "company perspective" to "customer perspective"
Conversion from "perfectionism" to "rapid iteration"

Organizational Capability Enhancement:
Organizational acquisition of creative problem-solving abilities
Improved diversity utilization and collaboration
Enhanced adaptability and flexibility to environmental changes
Establishment of continuous learning and improvement culture

Leadership Development:
Enhanced empathy and human understanding
Leadership allowing experimentation and failure
Diversity-focused and inclusive decision-making
Development of vision creation and inspiration capabilities

Innovation Creation System:
Systematic innovation creation processes
Customer co-creation and open innovation
Consistency from idea creation to implementation
Continuous innovation and competitive advantage securing

Success Indicators and Effect Measurement - Evaluation System

Related Evidence 12: Design Thinking Outcome Measurement and Evaluation

Effect Measurement Framework:

Short-term Outcome Indicators (1-3 months):
Number of projects implemented and participants
User insights and ideas generated
Prototype creation and testing frequency
Participant satisfaction and learning perception

Medium-term Outcome Indicators (3-12 months):
Implementation success rate of created solutions
Customer satisfaction and user experience score improvement
New product and service development success rate
Organizational Design Thinking adoption expansion

Long-term Outcome Indicators (12+ months):
Innovation creation and market launch frequency
Customer loyalty and brand value improvement
Revenue, market share, competitive advantage improvement
Organizational culture and employee engagement improvement

Qualitative Evaluation Indicators:
Organizational penetration of "customer perspective" thinking
Establishment of failure tolerance and experimental culture
Cross-departmental collaboration and diversity utilization
Penetration of continuous learning and improvement mindset

Conclusion - Investigation Summary

Final Investigation Report:

Design Thinking represents a "systematic methodology for creating innovation from deep human needs." This revolutionary framework, systematized by Stanford University's d.school and IDEO, fundamentally transforms traditional technology-driven and competitive analysis approaches, enabling truly human-centered innovation creation.

The most impressive finding in this investigation was the depth and quality of human understanding that begins with "empathy." Going beyond mere customer research to experientially understand users' worldviews, emotions, and contexts discovers previously overlooked deep needs and innovative opportunities. This forms the source of competitive advantage for innovative companies like Apple, Google, and IBM.

The "Prototype → Test" experimental cycle was also a crucial discovery. Rather than perfect analysis and planning, step-by-step solution construction through rapid experimentation and learning maximizes innovation while minimizing risk. This represents a thinking paradigm optimized for today's rapidly changing business environment.

The interconnectedness of the five-stage process was confirmed as a notable characteristic. Functioning not as isolated methods but as a coherent system of human understanding → problem definition → creation → experimentation → learning, it enables systematic innovation creation independent of chance.

The integration potential with other business frameworks was also an important finding. Design Thinking serves as an integration platform that significantly enhances the effectiveness of other methods, including problem-solving systematicity through the Double Diamond Model, customer understanding through Jobs Theory, and business validation through Lean Startup.

However, cultural challenges in Japanese company implementation were also highlighted. Inconsistencies with experimental culture and diversity emphasis—prerequisites for Design Thinking—such as failure avoidance and perfectionism, consensus-building emphasis, and specialization and departmental silos, create implementation barriers. Gradual cultural transformation alongside parallel initiatives is necessary.

The function as an organizational transformation engine was also a noteworthy discovery. Design Thinking functions as a system that fundamentally transforms organizational mindset, capabilities, and culture beyond mere problem-solving methods. This establishes continuous innovation creation capability within organizations rather than one-time innovation.

Evolution in the digital age was confirmed as an important perspective. Combinations with AI and machine learning, VR/AR, and remote collaboration technologies dramatically expand Design Thinking's precision, efficiency, and application scope.

The most important finding is that Design Thinking represents a fundamental thinking revolution from the traditional "analyze → plan → execute" paradigm to an "empathize → experiment → learn" paradigm through the fusion of "human-centricity" and "experimentalism." This represents not merely a methodological difference but a fundamental transformation in innovation creation approach.

The key to success lies not in mechanical process implementation but in establishing deep empathy for humans and courage for experimentation as organizational culture. Organizations that master Design Thinking acquire the capability to discover customers' unspoken needs, create solutions beyond existing frameworks, and continuously generate innovation.

Human-Centered Innovation Maxim: "Technology expands possibilities, but human understanding determines the direction of innovation"

【ROI Detective Agency Classified File Series X032 Complete】

Case Closed