Workshop Activities · Design Thinking

What you actually do
in a Design Thinking workshop.

A workshop is not a lecture. Participants spend most of the day making, sketching, sorting and testing. Here are the activities we use in each phase, plus a filled sample sheet you can download.

Browse the activities →

Empathize

Understand real people before you design anything. Participants step out of their own assumptions and into the world of the user.

Empathy Map

Teams turn interview notes into a picture of one person by capturing what they say, think, do and feel.

Download filled sample · PDF, 3 KB

User Interview Notes

Pairs practise open-ended questions and record quotes, behaviours and surprises from a real conversation.

Download filled sample · PDF, 4 KB

Observation Log

Participants watch real behaviour in context and record what people do, not just what they say.

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Define

Turn messy research into a clear, shared problem. Teams agree on who they are designing for and what actually needs to change.

Point-of-View Statement

Teams compress their research into one sentence that names a user, a need and a surprising insight.

Download filled sample · PDF, 3 KB

How Might We Questions

Pain points are reframed as open, optimistic questions that invite many different ideas.

Download filled sample · PDF, 3 KB

Customer Journey Map

Teams chart a user's experience stage by stage and mark the emotional highs, lows and opportunities.

Download filled sample · PDF, 4 KB

Ideate

Generate a wide range of ideas, then converge on the ones worth testing. Quantity first, judgement later.

Crazy 8s

Eight ideas in eight minutes. A fast, sketch-based exercise that pushes people past their first obvious idea.

Download filled sample · PDF, 3 KB

Brainstorm and Dot Voting

A rules-based brainstorm where wild ideas are welcome, followed by silent voting to surface the group's favourites.

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Impact / Effort Matrix

Shortlisted ideas are placed on a grid of user value versus effort, so teams pick what to build first.

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Prototype

Make ideas tangible, quickly and cheaply, so they can be tested with real users before anyone commits to building.

Storyboarding

Participants sketch a short story of a user meeting the idea in a real situation, frame by frame.

Download filled sample · PDF, 3 KB

Paper Prototype Screen Flow

Teams sketch each screen on paper and link them in the order a user would tap, ready to test within minutes.

Download filled sample · PDF, 4 KB

Riskiest Assumptions

Teams list what must be true for the idea to work and decide which assumption to test first.

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Test

Put prototypes in front of users, watch what happens and turn feedback into the next round of improvements.

Usability Test Script

Participants take turns as facilitator, observer and tester, using a script to see where users struggle.

Download filled sample · PDF, 4 KB

Feedback Capture Grid

Teams sort what they heard from testers into likes, wishes, questions and new ideas.

Download filled sample · PDF, 3 KB

Iteration Plan

Test findings are grouped into themes and turned into prioritised changes with owners and dates.

Download filled sample · PDF, 3 KB

Run these with your team

Want your team to try these activities?

I tailor the mix of activities to your challenge, your people and the time you have, from a half-day sprint to a multi-day programme.

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