Design Thinking in Software Development: The Process That Makes Products Better
Design Thinking is more than post-its and workshops. Learn how to apply the process in software development to build products users actually want.

Design Thinking in Software Development
"We built exactly what was in the requirements." "Yes, but users aren't using it."
This conversation happens daily in companies. The problem: We build what's requested - not what's needed.
Design Thinking solves this problem. It puts users at the center and leads to products people actually want to use.
Table of Contents
- What is Design Thinking?
- The 5 Phases of the Process
- Design Thinking vs. Agile
- Practical Application in Tech Projects
- Tools and Methods
- Case Studies
- Avoiding Common Mistakes
- FAQ
What is Design Thinking?
Design Thinking is a user-centered problem-solving approach that leads to innovative solutions through empathy, creativity, and iteration.
The Core Principles
- User-centricity: Understanding what people really need
- Interdisciplinary teams: Bringing together different perspectives
- Prototyping: Making ideas tangible early
- Iteration: Learning fast, adapting fast
- Experimentation: Understanding mistakes as learning
Where Does Design Thinking Come From?
The approach was developed at Stanford d.school and popularized by design agency IDEO. Today it's used by companies like Apple, Google, SAP, and Airbnb.
Why It's Relevant for Software
| Traditional Development | With Design Thinking |
|---|---|
| Requirements → Code → Release | Understand → Ideate → Prototype → Test → Build |
| Assumptions about users | Validated insights about users |
| Late user feedback | Continuous user feedback |
| Expensive changes | Early, cheap corrections |
The 5 Phases of the Process
Phase 1: Empathize
Goal: Understand the world from users' perspective.
Activities:
- User interviews (not requirements workshops!)
- Observation in real context
- Shadowing (accompanying users at work)
- Customer journey mapping
Questions:
- What frustrates users currently?
- What workarounds have they developed?
- What are their actual goals (not stated ones)?
- What emotions are involved?
Output: Empathy maps, persona drafts, journey maps, quotes & insights
Time investment: 1-2 weeks (at least 5-10 interviews)
Phase 2: Define
Goal: Formulate the right problem.
Activities:
- Synthesize insights
- Recognize patterns
- Formulate problem statement (POV)
- Develop "How Might We" questions
The Point of View (POV) Template:
[User] needs [need] because [insight].
Example: "A mid-sized company accountant needs a way to capture invoices in 10 seconds because they process 50 invoices daily and the manual process takes 3 minutes per invoice."
How Might We (HMW) Questions:
- HMW automate invoice capture?
- HMW eliminate data entry errors?
- HMW give the accountant time for strategic tasks?
Output: Problem statement, HMW questions, prioritized insights
Phase 3: Ideate
Goal: Generate as many solution ideas as possible.
Activities:
- Brainstorming (with rules!)
- Crazy 8s (8 ideas in 8 minutes)
- Brainwriting
- SCAMPER method
- Analogies from other industries
Brainstorming Rules:
- Quantity over quality
- No criticism during ideation
- Build on others' ideas
- Encourage wild ideas
- Visualize
Idea Evaluation: After brainstorming, cluster and prioritize:
- Impact vs. effort matrix
- Dot voting
- Feasibility check
Output: 50-100+ ideas, clustered and prioritized
Phase 4: Prototype
Goal: Make ideas tangible and testable.
Types of Prototypes:
| Type | Description | Effort |
|---|---|---|
| Paper Prototype | Sketches on paper | 30 min |
| Clickable Prototype | Figma, Sketch, InVision | 1-3 days |
| Wizard of Oz | Human simulates technology | 1 day |
| Concierge MVP | Deliver service manually | 1-2 weeks |
| Functional Prototype | Minimal code | 1-4 weeks |
The Golden Rule:
"If you're not embarrassed by the first version of your product, you've launched too late." - Reid Hoffman (LinkedIn)
Output: Testable prototype (as simple as possible)
Phase 5: Test
Goal: Learn what works and what doesn't.
Activities:
- Usability tests with real users
- A/B tests (if possible)
- Observe, don't explain
- Collect feedback
Testing Rules:
- Stay neutral ("You're testing the prototype, not yourself")
- Observe what users DO, not just what they SAY
- Ask "why"
- Notes visible to all
- Iterate quickly
What You Want to Learn:
- Do users understand the concept?
- Can they complete core tasks?
- Where do they get stuck?
- What surprises you?
Output: Validated/invalidated assumptions, improvement suggestions, next iteration
Design Thinking vs. Agile
The Differences
| Aspect | Design Thinking | Agile |
|---|---|---|
| Focus | Find & understand problem | Build & deliver solution |
| Question | What should we build? | How do we build it? |
| Output | Validated concept | Working product |
| Timing | Before development | During development |
Combination: Double Diamond
The Double Diamond model shows how both fit together:
Discover → Define → Develop → Deliver
↘ ↙ ↘ ↙
Diamond 1 Diamond 2
(Design Thinking) (Agile)
Integration in Scrum
| Sprint Phase | Design Thinking Activity |
|---|---|
| Refinement | Bring in user research insights |
| Planning | Prototypes as requirements basis |
| Sprint | Usability tests parallel to development |
| Review | Integrate user feedback |
| Retro | Reflect on design learnings |
Practical Application in Tech Projects
Use Case 1: New Feature
Without Design Thinking:
- PM writes user story
- Developer builds feature
- Users complain
- Redesign needed
With Design Thinking:
- User interviews: What's the problem?
- Define problem: What exactly are we solving?
- Generate ideas: What solutions exist?
- Build prototype: Low-fidelity test
- Test: Does it work?
- Only then: Development
Use Case 2: Product Restart
Situation: Existing product isn't being used.
Design Thinking Approach:
- Empathize: Why aren't people using it?
- Define: What's the actual problem?
- Ideate → Prototype → Test: Iterate until solution
Use Case 3: Internal Tools
Common Mistake: Building internal tools without Design Thinking because "we know the users."
Reality: Internal users are just as demanding - and if the tool is annoying, workarounds emerge.
Tools and Methods
For Empathize
Empathy Map:
SAYS | THINKS
What does user say? | What do they really think?
-----------------------|----------------------------
DOES | FEELS
What does user do? | What do they feel?
For Define
Jobs to be Done (JTBD): "When [situation], I want to [motivation], so I can [outcome]."
For Ideate
Crazy 8s:
- Fold paper 8 times
- Sketch 8 ideas in 8 minutes
- No censorship
- Share and discuss
For Prototype
Paper Prototypes: Fast, cheap, no software needed
Figma/Sketch: Clickable prototypes in hours
For Test
5-Second Test: Show prototype 5 seconds, ask: "What's it about?"
Task-Based Usability Test: "Find feature X and use it."
Case Studies
Airbnb: From Bankruptcy to Billions
Problem: In 2009, Airbnb was almost bankrupt. Nobody was booking.
Design Thinking Approach:
- Founders visited hosts personally
- Realized: Bad photos of apartments
- Solution: Offer professional photography
Result: Bookings increased immediately. Today: $80B valuation.
IBM: Enterprise Design Thinking
Problem: IBM built products nobody wanted to use.
Solution: Enterprise Design Thinking program
- 10,000+ employees trained
- Design studios in every area
- User research mandatory
Result:
- 75% faster time-to-market
- 300% return on investment
Avoiding Common Mistakes
Mistake 1: Design Thinking as Workshop Event
Problem: A 2-day workshop, then back to normal.
Solution: Design Thinking as continuous process, not event.
Mistake 2: Starting with Solutions
Problem: "We want to build an app. Do some Design Thinking."
Solution: Start with the problem, not the solution.
Mistake 3: Not Really Asking Users
Problem: "We know our users" (based on assumptions).
Solution: Real users, real conversations, real observation.
Mistake 4: Staying in Process Too Long
Problem: Endless Empathize phase, never get to building.
Solution: Timebox. 2 weeks Empathize, then move on.
Mistake 5: Only Designers Do Design Thinking
Problem: Developers get "finished" concepts.
Solution: Cross-functional teams from the start.
Conclusion
Design Thinking isn't a replacement for good development - it's the prerequisite for it. Before writing a line of code, you should know:
- Who has the problem?
- What's the actual problem?
- Why is it important?
- Which solution works?
The investment in these questions saves months of development time for features nobody uses.
At Balane Tech, we start every project with the user, not with code. Contact us for more information.
FAQ
How long does a Design Thinking process take?
Minimal 2 weeks (sprint format), typically 4-8 weeks for complex problems. Can also run as continuous process.
Do I need a professional designer?
Not necessarily. Anyone can learn the methods. For high-quality visual prototypes a designer helps, but for paper prototypes common sense is enough.
Does Design Thinking work for B2B software?
Especially well. B2B users often have more complex problems and more workarounds. The insights are gold.
What if users don't know what they want?
That's normal - and exactly why Design Thinking. You don't ask "What do you want?" but observe problems and test solutions.
How do I convince my management?
ROI arguments: Less misdevelopment, faster time-to-market, higher user acceptance. IBM reports 300% ROI.
Is Design Thinking only for new products?
No. Existing products also benefit: Feature prioritization, redesigns, problem analysis for poor adoption.



