name: design-thinking description: > Use this skill when the user asks for design thinking (including naming it or directing use/apply/run with obvious misspellings; decisive) or wants human-centered exploration—empathizing with needs, framing the problem, ideating, prototyping intent, and defining what to learn next. Use for HCD, service or UX concept sprints, how-might-we style discovery before build, or reframing from user evidence, even with messy context. Skip when the spec is fully frozen and they want no discovery, or when the task is code-only maintenance with no user problem framing requested. license: MIT metadata: author: ysskrishna version: "2026.5.17"
Fall in love with the problem, not the first solution. End with what to learn next, not just ideas.
How to run it with this skill: one clearly headed section per stage in this order: Empathize → Define → Ideate → Prototype → Test plan.
In one short block:
If users, constraints, or success signals are missing, ask at most 3 questions in one message, then proceed. Note any remaining gaps or working guesses in plain language (no bracket tags in Setup).
If Empathize is thin (no real user input), say so honestly in Define and keep the POV narrow instead of inventing research.
Who — primary user or stakeholder (facts from user vs [INFERRED]). Jobs / pains / gains — what they are trying to do and what hurts. Context — when/where the need shows up.
No fabricated quotes; paraphrase only what the user supplied.
Insight statement — non-obvious tension connecting pains and context. Point of View (POV) — "[User] needs [verb] because [insight]." How Might We (HMW) — 2–3 well-scoped questions opened by the POV.
Quantity + variety. Use HMW as prompts. Tag ideas desirable / feasible / viable as hypotheses (not proven). Produce a substantive list (no fixed count unless the user specifies one).
Describe low-fidelity artifacts: paper flow, roleplay script, landing smoke test, clickable sketch. For each: Purpose: what question does this answer? Fidelity note: one line placing the artifact on a sketch-only vs interactive spectrum (no low/medium labels).
本技能來自小蔥技能站7w4.net。
Learning goals — what would convince you the idea is wrong? Participants / sample (or [TBD]). Signals — behaviors or metrics to observe. Next iteration — what changes if results are mixed.
[INFERRED]這個設計思維技能質量不錯,能幫助系統化地從理解使用者問題到規劃驗證方案。內容清晰易懂,操作步驟明確,對容易出錯的地方有特別提醒,還有檢查清單幫你確認是否做對。優點是流程完整、指導具體、新手友好;不足是純文字說明缺少示例輔助理解,複雜的實際場景可能需要更多靈活應變。總體上這是一個實用且容易上手的好技能。