Design Thinking Toolkit
Design Thinking Toolkit
Design
Thinking
Toolkit
WORKBOOK
Table Prepare Build a team Build a team 08
of contents
Step 1: Empathize Research Do background research 11
Look for analogies 12
Iterate Iterate 39
Facilitator’s Guide
Share Share Tell your story 42
Activity Workbook Make a video 44
About Launched in 2010, Samsung Solve for Tomorrow program is a unique competition
that encourages innovative thinking, creative problem-solving, and teamwork
Samsung Solve to nurture social innovation ideas that address the community’s most pressing
problems.
for Tomorrow
Samsung Solve for Tomorrow was designed to increase interest and proficiency
in Science, Technology, Engineering, and Math (STEM) education. Samsung Solve
for Tomorrow encourages young people to apply STEM to find creative solutions,
to solve challenges, and to address risks faced in their local communities.
As of 2020, the Samsung Solve for Tomorrow program reached over 1.5 million
contestants in more than 20 countries around the world.
Young minds have the power to create positive change in society, and Samsung
Solve for Tomorrow helps participants develop skills that go far beyond the
technical. In addition to developing a deep understanding of their local context,
Samsung Solve for Tomorrow participants develop critical thinking, creative
thinking, communication, and collaboration: skills that will define the future of
our workforces, our industries, and our societies.
01
Workbook What’s in this workbook?
introduction This workbook contains step-by-step activities that align with the
Samsung Solve for Tomorrow: A Design Thinking Toolkit Facilitator’s
Guide.
02
The 5 steps of Design thinking is a powerful tool for solving problems. It’s a 5-step
process that leads you to creative and actionable ideas.
design thinking
No problem is too big for design thinking. You can use this process to
tackle problems at home, at school, in your community, and more.
This workbook will help you complete a design thinking project using
the 5 steps of the design thinking process: empathize, define, ideate,
prototype, and test. Each step is useful on its own, but combining all 5
steps delivers the most impactful solutions.
The design thinking process also builds personal skills like creativity,
collaboration, communication, and critical thinking, which will help you
long after your project is over!
thinker’s mindset
about who you want to design for, what problem you want to solve, and how you want to
solve it.
As a participant in the Samsung Solve for Tomorrow program looking to make a change in your
community, it’s especially important that you learn and embrace the design thinking process.
Design thinkers identify and solve for real human needs. For this project, you will look carefully
at your community to see where your friends, your peers, your family, your schools, or your local
governments are struggling, and come up with innovative solutions.
Design thinking is important because it puts the people we want to design for, our users, first.
Sometimes we might feel like we know an answer to a problem just by looking at it. But
oftentimes the problems we want to solve are much more complicated than we think. Design
thinking is a structured and widely-used process that allows us to both hear and act upon the
needs of our users.
Design thinking has been adopted by thousands of students, teachers, employees, companies,
and more around the world. Learning the design thinking process will give you a new way to
look at the world, a new ability to solve challenging problems, and a new vocabulary to discuss
your work like a professional designer.
a designer
Focus on human values: Identify real user struggles and create solutions that meet those needs.
Radical collaboration: Listen to everyone-no matter who they are or where they come from-and
work together.
Be visual: Scribble, sketch, and draw whenever possible. Visualize your ideas whenever you can.
Bias towards action: Rather than talk about doing something, do it! It’s better to test an idea and
fail than to not offer up an idea at all.
Defer judgment: Have trust in your users, in your teammates, and in your mentors. Be imaginative
and open.
Embrace experimentation: You may not totally understand where you want to go next, and that’s
ok! Embrace the ambiguity and experiment with new ideas or points of view whenever you can.
Even if you are familiar with a topic, it’s important to approach every design challenge as if you
are seeing it for the first time. Designers often refer to this as a beginner’s mindset. When working
to understand a problem and the people affected by it, you should be open and ready to learn.
You want to keep stereotypes out of your work so that you can see the world as objectively and
empathetically as possible.
a designer
treating others with respect is knowing how to give and receive constructive feedback while
working in a team. Use the “I like…,” “I wish…,” “I wonder…,” framework to do so.
“I like…” When offering feedback, start by giving a compliment. Tell your teammate something
you like about their idea.
“I wish…” Once you’ve offered a compliment, offer a suggestion that you wish your teammate
would consider. Your wish may be based on your experience interacting with your teammate’s
design or your own personal experience.
“I wonder…” Now give constructive feedback about how your teammate can make their idea
even better. Suggest an idea that steers your teammate in a direction you believe in.
For example:
I really like how you decided to make the background of our app so colorful. That said, I wish
the color wasn’t so bright on my eyes. As someone who wears glasses, it’s hard for me to
read the words on the screen when the background is so bright. I wonder if we can keep the
background colorful but choose a lighter, softer color.
Build a team
Build a team [1/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen
When working on a complex, creative project, a team is stronger than any individual.
Build a team of 3-5 people. Spend some time thinking about how you will work together
and assign specific roles for each team member.
Example: drawing, writing, organizing, building, Example: coordinator, enthusiast, nagger, process Example: learn design thinking, get an idea out in
meeting new people, interviewing, working with leader... the world, win a competition, have fun, learn new
computers... skills...
Prepare 08
Build a team [2/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen
When working on a complex, creative project, a team is stronger than any individual.
Build a team of 3-5 people. Spend some time thinking about how you will work together
and assign specific roles for each team member.
Prepare 09
Step 1
Empathize
ACTIVITIES
Do background research
Look for analogies
Choose the right participants
Find extreme users
Write a discussion guide
Prepare for the interview
Interview participants
Decide what to observe
Observe an event
Do background research
Time: Minimum 20 mins
Players: Full team
Materials: Pen and notepad, online and
offline research materials
like newspapers, books,
magazines etc.
Browsing the internet, reading books and articles, and watching videos are all great methods
for deepening your understanding of a problem. Spend some time learning more about your topic
from different perspectives and sources.
Example questions to think about: • How many people are affected by this problem?
• How big is this problem? Are there any statistics showing the current status?
Step 1: Empathize 11
Look for analogies ADVANCED
Time:
Players:
Minimum 20 mins
Full team
Materials: Pen and notepad, online and
offline research materials
like newspapers, books,
magazines etc.
Analogous research is a method for finding inspiration from other industries. Learning how problems
like yours are solved in other industries can help you more effectively address your own challenge.
What is one experience of your challenge that you Where is one specific place that you could see the What did you learn from your analogous experience?
could explore through analogous research? analogous experience in action? How do other industries solve this problem?
Step 1: Empathize 12
Choose the right participants Time:
Players:
Minimum 20 mins
Full team
Materials: Pen
When selecting who to interview, it is important to choose participants who represent your user
population and participants who can provide expert perspectives. Select a few people who you think
represent your main users and a few experts.
Example: If you’re redesigning a grocery store Example: If you’re redesigning a grocery store experience, grocery store managers would be good experts to
experience, your main user might be someone chat with.
who shops once a week.
Step 1: Empathize 13
Find extreme users
Time: Minimum 10 mins
ADVANCED
Players: Full team
Materials: Pen
Interview people at the extremes in addition to people in the mainstream. Extreme users are great
at giving a voice to problems that those in the mainstream might also feel but have a harder time
expressing. Extreme users are people who experience the same problems that your main users
experience but in a more particular way or to a more extreme degree.
What activities might all of your users experience? Who are potential extreme users?
Write down 3 examples of users who might have more extreme experiences with your challenge.
Step 1: Empathize 14
Write a discussion guide
Time: Minimum 15 mins
Players: Full team
Materials: Pen
Discussion guides are documents where you collect all of the questions you want to KEEP IN MIND
ask participants in the order you want to ask them. Select one team member who feels • Include lots of “Why?” questions.
• Ask only open questions.
comfortable leading discussions to lead each interview.
• Do not ask leading questions.
• Ask for reasons, do not assume.
I am , and I will be Probing questions • What did you have to go through in order to...?
• How did you feel at that time? Why?
leading the interview today. These are my teammates,
• What was your reason for making that decision?
. • What is the biggest challenge you are facing in relation to...?
• What was your experience like before / after...?
Step 1: Empathize 15
Prepare for the interview
Time: Minimum 10 mins
Players: Full team
Materials: Pen
The day before the interview, prepare everything you need. Give each team member a role, confirm the
interview time and location, and check that you have all of your necessary materials.
Step 1: Empathize 16
Interview participants
Time: Minimum 30 mins
Players: Full team
Materials: Pen, camera, other materials
you need to bring
It is now time to interview participants! Bring this paper to the site and take notes.
Remember that a discussion guide is just a guide; you don’t need to ask every question.
KEEP IN MIND
Quotes Observations • Talk as little as possible.
Write down any interesting or surprising comments Write down any interesting observations that • Learn from your user; don’t teach.
that the participant says. Aim for at least 5 quotes. you make during the interview. Aim for at least 5 • Stay open; don’t judge.
Use a second sheet of paper if you need to. observations. Use a second sheet of paper if you • Go with the flow.
need to. • Ask open questions.
• Allow breaks in the conversation.
Dos
• Ask details about their experience and how they felt.
“Please explain what you experienced and how you
felt when you...”
• Ask about context. “What was your experience
before/after...?”
• Ask for reasons. “Could you explain why...?”
Don’ts
• Don’t ask questions with a yes or no answer. “Do you
like...?”
• Don’t ask leading questions to back up your team’s
theory. “Isn’t it uncomfortable to...?”
• Don’t assume. “Is it because of...?”
Step 1: Empathize 17
Decide what to observe
Time: Minimum 10 mins
Players: Full team
Materials: Pen, camera, other materials
you need to bring
Observation is a technique where we watch participants go about their daily routines in their own
environments. It is especially helpful to use observation to understand how our participant interacts
with a complicated process, a unique environment, or a lived reality.
What actions or activities are common to your user? What do we want to observe?
Write down at least 3 actions or activities your user Write down 10 things you want to observe - processes, environments, experiences, etc.
does and when/where these actions happen. From your list, choose up to 5 things your team will observe.
Step 1: Empathize 18
Observe an event
Time: Minimum 30 mins
Players: Full team
Materials: Pen, camera, other materials
you need to bring
It is now time to observe. Bring this paper to the site and take notes. KEEP IN MIND
• See and hear with an open and curious mind.
Name of the participant: • Try to be as inconspicuous as possible.
• Ask “why?”
Why is the user doing it? How does the user feel when they are doing it?
Understand the “why” by observing their context and listening to Understand their feelings by observing their facial expressions,
what they are saying. gestures, and language.
Step 1: Empathize 19
Step 2
Define
ACTIVITIES
Step 1: What moments stood out to you? Step 2: What moments stood out to your team members?
Go through notes, images, etc. from interviews and observations. Share what you wrote with your team members. Are your teammates’
What surprised you? What did you learn? Did you have a new idea? Write down moments the same as yours? Write down any of their moments or quotes
at least 5 of these moments or quotes on the blanks below or on sticky notes. that were different from your own.
Step 2: Define 21
Look for patterns
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen, findings,
and data (notes, etc.)
Looking for patterns is one way to bring order and structure to the chaos of your inputs.
Collect all of your sticky notes with quotes and observations in one place like a wall or a table.
Cluster sticky notes that are related to each other, that are in conflict with each other, or that you think are interesting together.
Make at least 3 groups. Feel free to make multiple copies of this page as your number of clusters increases. As you go through the clustering process,
specific categories or topic areas will start to emerge. Create simple headlines for each cluster to help you remember why you put those inputs together.
Headline:
Step 2: Define 22
Craft insights
Time: Minimum 10 mins
ADVANCED
Players: Full team
Materials: Pen, themes, and headlines
from “Look for patterns”
Insights are simple statements that explain your understanding of each cluster of notes. Insights are
more than observations; they explain why you think people act and think in the ways that you observed.
Crafting insights can be tricky - remember that it may take multiple attempts to get them right!
Use this exercise to evolve your headlines into insights.
Is it a headline or an insight?
Write down your headlines on the left. Look at the questions to consider. Do your current
headlines check off all of the questions? If so, it is probably an insight! If not, try to revise
your headline using the “Questions to consider” as guidelines.
Headline Insight
Questions to consider
Headline Insight
Headline Insight
Step 2: Define 23
Identify a point of view
Time: Minimum 20 mins
Players: Full team
Materials: Pen, headlines, and insights
A point of view framework turns your design challenge into an actionable statement that you can
generate ideas with. A point of view considers the user, their needs, and your insights.
Use this sheet to write down your point of view statement.
Write down a point of view statement by circling the appropriate terms and by filling in the blanks. See the example on the left for reference.
parents User
fellow passengers.
. .
Step 2: Define 24
Write “How might we...?” questions
Time: Minimum 20 mins
Players: Full team
Materials: Pen, insights, and POV your
team has made
You can break down point of view statements into more specific questions called “How might we...?”
questions. Written in the form of “How might we....[achieve/do/allow/help] X, Y, or Z?” these questions will
help you come up with concrete ideas in Step 3: Ideate.
Write down your team’s challenge, your point of view statements from the
previous exercise, and three “How might we...?” questions.
Step 2: Define 25
Step 3
Ideate
ACTIVITIES
Brainstorm
Evaluate ideas
Brainstorm
Time: Minimum 20 mins
Players: Full team
Materials: Sticky notes, markers,
stickers, papers, snacks, timer
The best way to have a good idea is to have lots of ideas. Brainstorming helps us think freely about
possible solutions. Turn your creative mode on, pick one “How might we...?” (HMW) question, and
generate as many ideas as possible that respond to that question. After 20 minutes, jump to the next
HMW question and come up with ideas again.
Which topics will you focus on? Who will be the facilitator? Generate as many ideas as possible!
Write down 4-5 HMW questions that you want to Decide who will facilitate each brainstorm. Write or draw one idea per sticky note. As you go,
address in a brainstorm. Teammates can take turns facilitating. share your ideas aloud with your team!
We have ideas!
Step 3: Ideate 27
Evaluate ideas
Time: Minimum 10 mins
Players: Full team
Materials: Pen, sticky notes with ideas,
dot stickers
After brainstorming, it’s time to select a few ideas for prototyping. Evaluate your team’s ideas
from the perspective of your users. At this point you don’t need to think too much about feasibility.
Use stickers or dots to vote for your favorites.
Which ideas do you like the most? Which ideas got the most votes? Which ideas does your team want to prototype?
Give each team member 5 stickers and vote Write down the 5 ideas that got the most votes Choose and write down 2 ideas to prototype.
for your favorite ideas. from team members. If there are similar ideas, can any of them be
combined?
Step 3: Ideate 28
Step 4
Prototype
ACTIVITIES
User journeys are one way to tell a story from the user’s perspective and to bring your concept
to life. How and when does your user interact with your concept? Use this prototyping method
to highlight the overall benefits and the key moments of your idea.
Where and how will a user interact with your team’s solution or concept?
Use the questions below as prompts to create a compelling story.
How does your user find out When and where does your user When and why does your user When and why does the user
about your concept? What are use your concept for the first use your concept again? recommend your solution to
they feeling? What do they need? time? What do they think? others?
How does your concept change What are the other key moments
your user’s behavior? What of the experience? When and
problems does your concept solve? where does the user experience
these moments?
Step 4: Prototype 30
Make a paper prototype [1/2]
Time: Minimum 20 mins
Players: Full team
Materials: Papers, sticky notes, pens
Paper prototyping is a fast and inexpensive way to visualize your key concept. Sketch out the key
elements of your idea. Avoid using too much detail. Use lines, shapes, and headlines.
How does a user interact with your concept? What does your concept look like?
Sketch your prototype below. Explore variations of the same idea and feel free to use multiple sheets of paper as needed.
Step 4: Prototype 31
Make a paper prototype [2/2]
Time: Minimum 20 mins
Players: Full team
Materials: Papers, sticky notes, pens
If your team is considering making an app, a paper prototype will help your team align on and define
core functions and flow. A paper prototype will save you time and effort before going digital!
Step 4: Prototype 32
Make a digital prototype
Time: Minimum 45 mins
ADVANCED
Players: Full team
Materials: Computer, prototyping
software
Digital prototypes are a great way to simulate how someone moves through your digital product.
Create digital prototypes with software tools such as PowerPoint, Marvel, Figma, InVision, Adobe XD, etc.
Remember that you are prototyping to learn, not to design the final product!
What key moments or features do you want to prototype? Create a digital prototype with your key screens.
Write down a few moments or features that you want to Attach photos or images of your prototype below.
prototype. Consider the order and flow of your experience. Use
the previous exercise to sketch your screens before going digital.
Step 4: Prototype 33
Make a physical prototype
Time: Minimum 20 mins
Players: Full team
Materials: Pen, paper, any other possible
materials
Physical prototypes are tangible models that allow users to see and to physically interact with your idea.
Find different materials to create a model of your idea. Depending on your product, useful materials
could be: paper, cardboard, foamcore, clay, wood, fabric, or metal.
What features or functions do you want to prototype? Make your physical prototype.
Pick a few aspects of your idea to prototype. Write them below. Attach photos or images of your prototype below.
Step 4: Prototype 34
Make a physical prototype ADVANCED
Time:
Players:
1 day
Full team
Materials: Computer, 3D modeling tool,
3D printer
3D modeling and 3D printing are effective tools for testing the size, shape, or functionality of a physical
product. That said, try not to spend too much time and effort making a perfect model. You want your
prototype to be just real enough to learn from.
Step 4: Prototype 35
Step 5
Test
ACTIVITIES
Sharing prototypes with users and experts allows you to test your prototype and improve your concept.
Before testing your prototype with users, write a simple script that you can follow and a specific set of
questions that you want participants to answer.
Step 5: Test 37
Share with users
Time: Minimum 30 mins
Players: Full team
Materials: Prototype, pen, camera, other
materials you need to bring
Time to share your prototypes with users and experts! KEEP IN MIND
Bring this and the previous page (“Write a discussion guide”) • Present your prototype neutrally. Don’t try and sell it!
• Listen carefully. If the participant gets stuck, take notes on where they get stuck
to the user test and take notes on what you learn.
and why.
• Remember you are there to learn, not to teach.
• If the participant says something positive or negative about the prototype, ask
Name of the participant: “Why?”
• Ask if the participant identifies with the need you are solving for.
Quotes Observations
Write down any interesting or surprising comments that the Write down a few observations (participant behaviors, gestures, etc.) that
participant says. you find interesting during the user test.
Step 5: Test 38
Iterate [1/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen
To iterate on your concept, create a new version of your prototype that addresses the feedback you
heard during user testing. You can repeat the iteration process multiple times throughout your project.
As you continue to learn, you can continue to modify your prototype, to add new features, or to refocus
your point of view.
What did participants like most? Where did participants get lost or confused?
Write down a few positive pieces of feedback you heard. Write down a few moments where participants got stuck using your
prototype.
Step 5: Test 39
Iterate [2/2]
Time: Minimum 10 mins
Players: Full team
Materials: Pen
To iterate on your concept, create a new version of your prototype that addresses the feedback you
heard during user testing. You can repeat the iteration process multiple times throughout your project.
As you continue to learn, you can continue to modify your prototype, to add new features, or to refocus
your point of view.
From the prototype testing, we observed Quotes, observations from the test
Step 5: Test 40
Share
ACTIVITIES
Telling the story of your project in an effective way helps convince and motivate others to see
the value of your concept. Think back to each step of the design thinking process to create
a step-by-step storyline that explains how your team developed your idea.
Fill in the blanks to create a script that introduces your team, your challenge, and your solution.
Define
It helps
Share 42
Tell your story [2/2]
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen
Telling the story of your project in an effective way helps convince and motivate others to see
the value of your concept. Think back to each step of the design thinking process to create
a step-by-step storyline that explains how your team developed your idea.
Fill in the blanks to create a script that explains your prototype, your results, and your impact.
Think about what you learned and what you want to improve in the future.
Test Impact
To test our prototype, our team met with Our solution is expected to
What we learned
From this project we learned
Share 43
Make a video [1/2]
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen
Video is a powerful tool for sharing your ideas and stories with others. Once you’ve outlined Example from:
your story in the previous exercise (“Tell your story”), develop and sketch key frames to craft Team Cosoros, Samsung Tomorrow Solutions
https://youtu.be/DY_Zw2JUHr8
your video.
[ Solution ]
Choi: Draw the graphic by September 22nd
“The transmitter attached to livestock
7 sec Yoon: Add this frame to the video by
transfers the location information to the
September 31st
smartphone through the receiver.”
Share 44
Make a video [2/2]
Time: Minimum 20 mins
ADVANCED
Players: Full team
Materials: Pen
Sketch out key frames that you want to include in your video. Refer back to your the storyline
to identify potential key frames. Feel free to make multiple copies of this page as your
number of frames increases.
Frame Time (sec) Narration Roles Who will shoot the video or make the graphics for
each frame? Write down the teammate’s name,
their role, and the due date.
Share 45
Frame Time (sec) Narration Roles Who will shoot the video or make the graphics for
each frame? Write down the teammate’s name,
their role, and the due date.
Share 46
Acknowledgements Content references
Content developed with Daylight Design for Samsung Solve for Tomorrow
License/attribution information: CC BY-NC-SA 4.0
47