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design-thinking设计思维

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

总安装

220

周安装

9

GitHub Stars

2

下载量

71
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:design-thinking(设计思维)
来源仓库:https://github.com/doubleslashse/claude-marketplace
仓库路径:skills/design-thinking
安装命令:
npx skills add https://github.com/doubleslashse/claude-marketplace --skill design-thinking
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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skills.shnpx skills
npx skills add https://github.com/doubleslashse/claude-marketplace --skill design-thinking

简介

设计思维五步法指导工具,整合用户需求、技术可能和商业成功要素。

  • 适用于产品创新、服务设计和用户体验优化的 Codex、Claude、Cursor、Gemini CLI 环境。
  • 包含同理心、定义、构思、原型、测试五个核心阶段。
  • 提供用户访谈、观察、映射等具体方法,输出洞察和解决方案。
  • 强调以人为本,平衡技术可行性与商业可持续性。

SKILL.md

Design Thinking Skill

Overview

Design Thinking is a human-centered approach to innovation and problem-solving. It integrates the needs of people, the possibilities of technology, and the requirements for business success.

The Five Phases

1. Empathize

Purpose: Understand the people you're designing for.

Key Activities:

  • User interviews
  • Observation
  • Immersive experiences
  • Empathy mapping

Outputs:

  • User insights
  • Empathy maps
  • User journey maps
  • Pain points and gains

Key Questions:

  • Who is the user?
  • What do they need?
  • What frustrates them?
  • What delights them?
  • What are their goals?

2. Define

Purpose: Synthesize findings into a clear problem statement.

Key Activities:

  • Insight synthesis
  • Problem framing
  • Point of View (POV) statements
  • "How Might We" questions

Outputs:

  • Problem statement
  • POV statement
  • HMW questions
  • Design challenge

Frameworks:

POV Statement:

[USER] needs [NEED] because [INSIGHT]

How Might We (HMW):

How might we [action] for [user] so that [outcome]?

3. Ideate

Purpose: Generate a wide range of potential solutions.

Key Activities:

  • Brainstorming
  • Mind mapping
  • Sketching
  • SCAMPER technique
  • Worst possible idea

Outputs:

  • Idea bank
  • Concept sketches
  • Clustered themes
  • Selected concepts for prototyping

Rules for Ideation:

  1. Defer judgment
  2. Encourage wild ideas
  3. Build on others' ideas
  4. Stay focused on topic
  5. One conversation at a time
  6. Be visual
  7. Go for quantity

4. Prototype

Purpose: Create representations of solutions to explore.

Key Activities:

  • Sketching
  • Storyboarding
  • Role-playing
  • Paper prototypes
  • Digital mockups

Outputs:

  • Prototypes (any fidelity)
  • Storyboards
  • Scenarios
  • Physical or digital models

Prototype Principles:

  • Start rough, refine later
  • Build to think
  • Fail fast, learn faster
  • Prototype to learn, not to prove

5. Test

Purpose: Gather feedback and refine solutions.

Key Activities:

  • User testing
  • Feedback sessions
  • Observation
  • Iteration

Outputs:

  • Feedback synthesis
  • Refined prototypes
  • Iteration plans
  • Validated concepts

Feedback Framework:

  • What I like...
  • What I wish...
  • What I wonder...
  • What if...

Design Thinking Mindsets

1. Human-Centered

Always start with people and their needs.

2. Bias Toward Action

Build to think. Don't just talk about ideas.

3. Radical Collaboration

Diverse perspectives lead to better solutions.

4. Culture of Prototyping

Make ideas tangible early and often.

5. Show, Don't Tell

Use visuals, stories, and prototypes.

6. Mindful of Process

Know where you are in the process.

7. Embrace Ambiguity

Stay open even when unclear.

Workshop Timing Guide

90-Minute Sprint

PhaseTimeFocus
Empathize15 minQuick user perspective
Define10 minProblem statement
Ideate25 minSolution brainstorm
Prototype20 minConcept sketches
Test/Feedback15 minPeer review
Close5 minNext steps

Half-Day Workshop (3 hours)

PhaseTimeFocus
Empathize45 minDeep user research
Define30 minSynthesis + HMW
Ideate45 minMultiple techniques
Prototype45 minMultiple concepts
Test30 minUser feedback
Close15 minActions

Full-Day Workshop (6+ hours)

Extended exploration of each phase with breaks and team exercises.

Common Techniques

Empathy Map

┌───────────────────────────────────────────────────┐
│                     SAYS                          │
│                 (quotes, phrases)                 │
├───────────────────────┬───────────────────────────┤
│       THINKS          │         FEELS             │
│  (beliefs, thoughts)  │   (emotions, reactions)   │
├───────────────────────┼───────────────────────────┤
│        DOES           │                           │
│  (actions, behaviors) │                           │
├───────────────────────┴───────────────────────────┤
│    PAINS              │         GAINS             │
│ (frustrations, fears) │   (wants, needs, goals)   │
└───────────────────────┴───────────────────────────┘

User Journey Map

PHASE:    Awareness → Consideration → Decision → Use → Loyalty
ACTIONS:  [What user does at each stage]
THOUGHTS: [What user thinks]
EMOTIONS: [How user feels - graph line]
PAIN PTS: [Friction points]
OPPTYS:   [Opportunities to improve]

2x2 Matrix for Prioritization

                HIGH IMPACT
                    │
    ┌───────────────┼───────────────┐
    │    DO LATER   │   DO NOW      │
HIGH│               │               │LOW
EFFORT              │              EFFORT
    │   DON'T DO    │   FILL-IN     │
    └───────────────┼───────────────┘
                    │
                LOW IMPACT

When to Use Design Thinking

Best For:

  • Complex, ill-defined problems
  • Human-centered challenges
  • Innovation and new product development
  • Experience design
  • Service design

Less Suitable For:

  • Well-defined technical problems
  • Urgent decisions with no time for exploration
  • Problems with clear, known solutions

See activities.md for detailed activity guides.

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