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Design thinking glossary
38 terms from R03, Design thinking, used honestly — 19 defined in the guide itself and 19 more from the field around it. Every term the guide teaches links to the slide that teaches it.
R03 · What to build
Design thinking, used honestly
Are we solving the right problem?
Every term below is defined in the words of design thinking, guide R03 of craft guides for educational technologists, and opens the guide at the slide where it is taught. 19 of the 38 are the field’s vocabulary rather than the guide’s own: words a reader will meet around this subject, defined here because the guide assumes them. 5 terms are also defined by another guide in the series; where the two differ, both wordings are given. The whole craft glossary holds all of them together.
| Term | Definition | Referred to in | Read further |
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| B | |||
| Brainstorming | Group idea generation under four rules: go for quantity, hold back criticism, welcome unusual ideas, and build on the ideas of others. |
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| Brainwriting | Idea generation in which people write their ideas down in silence and pass them round for others to build on, which avoids waiting for a turn to speak. |
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| C | |||
| Co-design | Designers and people not trained in design working together in the design process (Sanders & Stappers, 2008). |
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| Co-evolution of problem and solution | The observation that designers do not fix the problem first and then solve it: their understanding of the problem and their ideas for a solution develop together, each reshaping the other. |
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| Convergent thinking | Narrowing many options down to a focused choice. |
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| Creative confidence | The belief that one can come up with new ideas and the willingness to act on them, treated as something that can be built through practice. |
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| Cultural probe | A kit of open, playful tasks, such as postcards, maps and a camera, given to people to complete on their own and return, to inspire designers with glimpses of their lives. |
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| Cynefin framework | A distinction between simple contexts, where leaders sense, categorise and respond, complicated ones, where they analyse with expert help, and complex ones, where they probe, then sense and respond (Snowden & Boone, 2007). |
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| D | |||
| Design brief | The written starting point of a design project, giving the problem as first understood, the people it is for, the constraints and what would count as success. |
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| Design partner | A child or adult who takes part in design as an equal stakeholder, not only as a tester (Druin, 2002). |
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| Design theatre | The visible rituals of design work, such as sticky notes and sprints, without the evidence and judgement behind them. |
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| Design thinking | A way of framing and exploring a problem before solving it, drawn from how designers work. | ||
| Designerly ways of knowing | The claim that design has its own forms of knowledge and problem solving, distinct from the sciences and the humanities, centred on proposing solutions to ill-defined problems. |
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| Divergent thinking | Widening the range of options or perspectives before choosing among them. |
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| Double Diamond | The Design Council's model of design as two rounds of divergence and convergence: discover and define, then develop and deliver. |
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| E | |||
| Empathy | In design, the effort to understand a situation as the people in it experience it, gained by observing, talking with and working alongside them, not by imagining them. |
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| Extraction | Taking participants' time and ideas without giving anything back, including an account of what their input changed. |
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| F | |||
| Five-step model | The basic, linear process of empathise, define, ideate, prototype and test popularised by Stanford's d.school, which its academic director calls just a first recipe, a suggestion for how to get started (Carter, 2016). |
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| Frame | A way of seeing a problem that implies how value could be created (Dorst, 2011). |
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| Front end | The early, uncertain stage of design where a team decides what to design, if anything (Sanders & Stappers, 2008). R11 The part of a system that runs in the browser or app and that users see and touch. |
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| G | |||
| Groan zone | The uncomfortable middle of a group decision, after ideas have been opened up and before they come together, when people struggle to understand one another's views. |
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| H | |||
| Human-centred design | An approach to designing systems that starts from the people who will use them, involves them throughout, and revises the design in response to evaluation with them. |
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| I | |||
| Ideation | The stage of design work given to producing many possible solutions to a framed problem, before any is judged or chosen. |
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| Ill-structured problem | A problem whose goals, constraints and permitted moves are not fully given at the outset, so that part of solving it is deciding what the problem is. |
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| L | |||
| Lead user | A user whose needs are ahead of most others' and who has often already improvised a solution, making them a source of ideas that the wider group will later want. |
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| N | |||
| Nominal group | People who generate ideas alone, whose ideas are then pooled. |
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| P | |||
| Participatory design | A tradition, begun in Scandinavian workplaces, in which the people who will use a system take part in designing it and share in the decisions about it. |
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| Problem setting | Naming what to attend to and framing the context around it (Schön, 1983). |
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| Problem space and solution space | The problem space is everything a team could learn about the need and its setting; the solution space is everything it could build in response. Design thinking explores the first before the second. |
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| Production blocking | The loss of ideas in a group because only one person can speak at a time (Diehl & Stroebe, 1987). |
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| Prototype | Any representation of a design idea, regardless of medium, made to answer a question (Houde & Hill, 1997). R07 Any representation of a design idea, regardless of medium, built to answer a question and then be thrown away (Houde & Hill, 1997). |
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| R | |||
| Reflection-in-action | Thinking about what one is doing while doing it, and adjusting the next move in response to what the situation shows. |
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| Reframing | Replacing the first description of a problem with another that opens different solutions. R06 Shifting semantic perspective in order to see things in a new way, one of the main ways insights are formed (Kolko, 2010). |
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| S | |||
| Sketch | A quick, cheap, disposable representation made to explore rather than to confirm (Buxton, 2007). R07 A quick, cheap, disposable drawing made to explore an idea rather than confirm it (Buxton, 2007). |
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| Speculative design | Design work that makes objects and scenarios from possible futures, not for sale or use but to prompt debate about which futures people want. |
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| T | |||
| T-shaped person | Someone with deep skill in one discipline, the upright of the T, and enough breadth and curiosity to work well with people from others, the crossbar. |
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| Tame problem | A problem that can be stated clearly, has a definite end point and can be checked as solved or not, however hard it may be technically. The opposite of a wicked problem. |
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| W | |||
| Wicked problem | A problem whose formulation is itself the problem, with no single owner or stopping point (Rittel & Webber, 1973). R02 A problem with no single owner, no agreed definition and no clear stopping point (Rittel & Webber, 1973). |
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