01/15/2026 • by Jonas Kellermeyer

Design Thinking Explained Step by Step – Including an Example

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Design Thinking has long been one of the most established methods in modern innovation processes. It is less a rigid framework and much more a flexible mindset—one that encourages curiosity, reduces complexity, and consciously aligns decisions with the needs of real users. But how does Design Thinking work in detail, and why is the approach so effective overall?
A closer look at the process shows that the method is less a linear sequence and more a branching network of methodological building blocks that expresses a loop of learning. Assumptions are tested, perspectives are shifted, and solutions are iteratively and interactively refined.
In the following, we explain Design Thinking step by step and use a concrete example to show how the approach can succeed.

What is Design Thinking? A Short Introduction

Design Thinking is a user-centered approach to problem solving and innovation. It is based on three fundamental principles:

  1. User-centeredness: Problems are viewed from the perspective of the people who will ultimately interact with the solution.
  2. Iterative work: Solutions emerge through continuous testing, discarding, and improving. It’s more a feedback-driven approach than a linear process.
  3. Interdisciplinarity: Different disciplines work together to broaden the perspective on the problem space—complementing each other in context or challenging one another.

While many methods aim to reach decisions quickly, the strength of Design Thinking lies in deliberate, lingering hesitation: before committing to a canonical solution, a shared understanding of the problem must be established.

The Six Phases of Design Thinking

Even though the Design Thinking process isn’t strictly linear, six phases help create structure. They provide orientation and make it clear what kind of thinking is happening at a given moment.

1. Understanding – Opening up the problem space

At the beginning, it is all about understanding. The goal here is to build contextual knowledge and approach the problem space as free of bias as possible.
Typical activities include:

  • Research into the market and target audience
  • Analysis of existing products
  • Conversations with stakeholders.

A reasonable first step is a simple question: “What do we actually know – and what are we only assuming?”

2. Observing – Experiencing Users Rather Than Just Describing Them

In this phase, the behavior of real people is observed. It’s less about what they say and much more about what they do. This includes their actions, routines, and the patterns behind them.
Methods that are considered especially important in this phase include:

  • Interviews
  • Shadowing
  • Contextual Inquiry.

The goal is to make implicit needs visible – those things users wouldn’t consciously articulate themselves, but that strongly shape their decisions.

3. Synthesis – Sharpening the Problem Definition

All steps taken up to this point come together to transform raw observations into a structured way of understanding:

  • What patterns are emerging?
  • Which needs are central?
  • Where might obstacles be present?

In this phase, a Point of View (POV) often emerges as a precisely phrased problem definition. A good POV is usually narrow enough to create focus, and open enough to allow for different solution approaches.

4. Ideation — Opening Up Spaces of Possibility

Now it gets creative. The goal isn’t to find the perfect solution right away, but to deliberately expand the space of possibilities.
Helpful methods include:

  • Brainstorming
  • Crazy 8s
  • Method cards
  • Analogy techniques.

The quality of ideas usually comes from their diversity. Only later – depending on the specific case – are ideas evaluated, prioritized, and narrowed down.

5. Prototyping – Rendering Ideas Visible

Prototypes are central artifacts in Design Thinking. They give abstract concepts a tangible form – quickly, lightly, and intentionally imperfect.
Examples include:

  • Sketches
  • Paper models
  • Click-Dummies
  • Storyboards.

A prototype doesn’t have to be beautiful. It just needs to answer one question: “What do we want to achieve, when, and with what means?”

6. Testing – Learning in Reality

In the final phase of each individual cycle, the solution is tested, observed, and critically questioned:

  • Which aspects are already working well?
  • What might be confusing?
  • What might be missing?

Testing isn’t a final endpoint, it’s more like feeding insights back into the process. Learnings flow into earlier phases and lead to revised prototypes, new POVs, or further ideas – ad infinitum.

An Example: A Digital Service Tool for Students

To show how Design Thinking works in practice, let’s look at a simplified example – one that is very similar to something that actually happened:

Starting Point

A university wants to develop a digital tool that helps students organize exams – and, beyond that, supports them in transferring what they’ve learned into future contexts.

1. Understanding

Interviews with administrative staff show: processes are fragmented, deadlines are inconsistent, information is hard to find, and the documentation of content is heavily nested.

2. Observing

Close observation shows: students navigate between emails, PDFs, and multiple portals. Many maintain parallel, self-made solutions (notes and spreadsheets in various apps, differing from person to person).

3. Synthesis

Core problem: the information flow is inconsistent, which leads to stress and unnecessary mistakes. In addition, the fragmented nature of the existing information is highly obstructive.

4. Ideation

In this specific case, proposals ranged from a calendar app with built-in chatbot features to automated, context-sensitive reminders aligned with milestones across the entire course of study and extending into the initial transition phase into the job market. All of this was paired with AI-driven connectivity designed to explicitly point beyond the exam period as well.

5. Prototyping

A simple Click Dummy presented a central dashboard with deadlines, exam registration, and personalized hints. That was enough to test the core functionalities.

6. Testing

Initial tests revealed that students additionally want a to-do list that can be sorted by priorities they set themselves. This was implemented in a subsequent cycle.

The prototype was then refined, tested again, and gradually evolved step by step.

Conclusion: Why Design Thinking Works

Design Thinking creates a structured space in which people, problems, and possible solutions can enter into a productive dialogue. Within the environment shaped by Design Thinking, it becomes possible to move along new paradigms that deviate from the given norm and to look for viable terrain off the beaten path. At the same time, the method mix of Design Thinking compels you to take real needs seriously and to avoid developing solutions in a vacuum, instead, it pushes you to contextualize them and connect them directly to the underlying problem. In this way, Design Thinking combines empathy with creativity and makes complex problem spaces tangible.

In the end, the most important message of Design Thinking is: “Truly great solutions don’t emerge from linear thinking, but from curious learning, through dialogue, and by iterating a lot.”

About the author

As a communications expert, Jonas is responsible for the linguistic representation of the Taikonauten, as well as for crafting all R&D-related content with an anticipated public impact. After some time in the academic research landscape, he has set out to broaden his horizons as much as his vocabulary even further.

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