Video summary

How To Run a Design Thinking Workshop (2-hour Live Training)

Main summary

Key takeaways

Educational

Main ideas, concepts, and lessons (with workshop methodology)

Video purpose

  • Demonstrates how to run a complete Design Thinking workshop “from start to finish.”
  • Shows real workshop dynamics with 9 participants in Berlin who did not know Design Thinking beforehand.
  • Promotes free workshop resources: a slide deck and an exercise guide (links in the comments).

Core workshop structure (Design Thinking framework)

Design Thinking is presented as:

  • Human-centered and collaborative
  • Creative, iterative, and practical
  • Involves 5 stages (not strictly linear; it loops based on learning)

Five stages (with what happens in each)

  1. Empathize

    • Understand users’ explicit and implicit needs.
    • Create understanding through personas and empathy mapping.
  2. Define

    • Synthesize insights into a clear, well-defined problem.
    • Use a Point of View (POV) statement and then reframe it.
  3. Ideate

    • Generate many possible solutions quickly.
    • Emphasize structured creativity using ideation exercises.
  4. Prototype

    • Turn ideas into tangible representations to test and learn.
    • Emphasize fail early and fail often with inexpensive prototypes.
    • Prototypes can be physical, digital, or “ad-like” mockups for feedback.
  5. Test

    • Test prototypes with users (or simulated users).
    • Use feedback to decide what to iterate or loop back on.

Methodology + exercise-by-exercise instructions

0) Workshop kickoff (facilitator steps)

  • Start with a strong introduction:
    • Facilitators introduce themselves and the team
    • Share the agenda
    • Do expectation setting with participants

1) Icebreaker: “My First Job”

Goal

  • Light-hearted way to break barriers and create connection.

Materials / prep

  • Sticky notes

Timing

  • Not specified as a single number; run as a group activity.

Participant instructions (what to write on stickies)

  • On a sticky note, write:
    • Your name
    • Your first job
    • What you learned from it

Facilitator instructions

  • Demonstrate first how to do the exercise before participants start.
  • Have participants share with their team.

2) Creative confidence (mindset training)

Main lesson

  • Creativity isn’t equivalent to being “good at art.”
  • People can be creative when they build creative confidence.

Key definition given

  • Creative confidence = ability to take on problems with no clear answers, tolerate unfinished work, participate even if you might not be good at it, and try + fail.

Activity to demonstrate risk/uncertainty tolerance

  • Timed drawing of a portrait/neighbor’s face with a short timebox (stressful but revealing).
  • Debrief focuses on feelings:
    • Stress, excitement, freedom, being out of comfort zone, time pressure

3) Teach what Design Thinking is

Definition

  • Human-centered collaborative problem-solving approach
  • Creative, iterative, practical
  • Helps design solutions for specific people by continually considering needs.

Additional thinking modes

  • Divergent thinking: generate many ideas
  • Convergent thinking: refine and narrow to best options
  • The process alternates between these modes throughout stages.

4) Empathize exercise: User persona creation + Empathy Map

Persona creation

  • Personas are “made-up characters” representing real users.
  • Include: name, age, job, hobbies, pains/problems, and needs/wants.

Example used

  • Persona “Kathy”, 67, arthritis in hands
    • Hobbies: knitting and cooking
    • Needs: get through the day without pain

Empathy Map exercise instructions

Materials

  • Empathy map template (at least the quadrants; in this workshop expanded fields)
    • Standard fields mentioned: Do / Think / Say / Feel
    • Their template added: Jobs / Pains / Games
  • Sticky notes (implied by the exercise style)

Step-by-step

  1. Prepare materials
    • Create an empathy map template.
  2. Select target user
    • Choose a user segment or hypothetical persona (they used Kathy).
  3. Write user goal in the middle
    • Example used: an easy-to-use tool for delicate tasks like pinning documents to a board.
  4. Explain how to fill each field
    • Do/Think/Say/Feel (and Jobs/Pains/Gains/Game fields in their version)
  5. Solo assumption capture
    • Participants work alone for ~3 minutes
    • Write assumptions/insights into each field on sticky notes.
  6. Team synthesis
    • Teams discuss for ~7 minutes
    • Look for patterns and connections.
    • Place sticky notes onto the shared empathy map.

Sharing/backstory step

  • Facilitator asks groups to narrate “the story” behind their Kathy variants (how they interpreted jobs/pains/needs).

5) Define stage: POV + “How Might We”

POV statement purpose

  • Reframe insights into a unique, concise reframing grounded in user needs and insights.

POV structure (conceptual example)

  • “The user needs an easy-to-use tool to help with delicate tasks…”
  • In this workshop, it’s narrowed to pinning pins/documents for Kathy.

How Might We (HMW) transformation

  • Convert the POV/problem into a solvable question.
  • Example reframing:
    • “How might we create a tool that helps Kathy complete delicate tasks pain-free?”

Facilitator guidance (important lesson)

In real projects, you often don’t start with a known challenge—you discover it first via research/empathy. Today’s workshop is a compressed version, so they “pre-choose” the challenge to fit the schedule.

6) Ideation stage: Sketching + “Crazy Eights”

Goal

  • Generate maximum innovation potential quickly.

Extra mindset/demo

  • Timed sketching of familiar objects (door/baby/house) to show:
    • You can visualize and communicate ideas
    • Sketching success isn’t about artistic skill

Crazy Eights rules (as run)

Setup

  • Each participant gets an A4 page and folds it into 8 equal frames.

Timing

  • 8 ideas in 8 minutes (described with a 1-minute per frame rhythm)

Instructions

  • Sketch solutions to the challenge (specifically for pin pickup/pinning).
  • Emphasize:
    • Quantity over “quality” (idea throughput)
    • Use a short timebox per frame
    • If stuck: “start moving the pen” (draw something, even a line)
    • Don’t overthink—skip unfinished ideas and move to the next panel

Sharing within teams

  • Each person selects one sketch they think best addresses the challenge.
  • Present briefly to team members.

Second sketching iteration

  • Teams pick promising ideas and participants re-sketch (more effort) to refine.
  • Then teams chat and decide what to prototype together.

7) Prototype stage

Prototyping purpose

  • Make ideas tangible to test with empathy, explore feasibility, and validate hypotheses.

Key principles

  • Fail early and fail often
  • Prototypes can look “ugly,” be partial, and represent main value.
  • Avoid spending lots of time/cost too early until there is evidence the concept matters.

Prototype types (examples given)

  • Physical prototypes
  • Digital prototypes (often nonfunctional but realistic in look/feel)
  • “Ad”/sales-deck style mock prototypes to test interest

Prototype building instructions (as run)

  • Teams use selected sketches and available materials.
  • Build prototype in ~20 minutes.
  • Present prototypes to facilitators/others (without full demonstrations yet).

Prototypes created (examples)

  • Magnetic “magnet glove” concept with a “pickup station” and auto-reloading pins
  • “Pin gun” style concept
  • Strap/bowl-like holder concept where pins appear automatically (no manual removal)

8) Test stage

Purpose

  • Test with users using prototypes (simulated “arthritic hands” in this workshop).

How testing is simulated

  • Participants wear oven mitts / arthritic-hand simulation so mobility is limited.

Testing procedure

  1. Each group nominates testers from another group.
  2. Tester uses the prototype to perform the target action:
    • Pick up a pin and stick it into the station/board
    • Remove/iterate if needed (removal sometimes becomes an issue)
  3. Tester provides feedback on:
    • Comfort, clarity, usability, visibility, ease of grasp/release, etc.

Feedback capture lesson

  • Facilitator encourages note-taking (post-its) so teams can iterate later.

Iteration loop reminder

  • Design thinking is not linear: testing may send you back to prototype/ideate.

9) Debrief + reflection (key learning wrap-up)

Team debrief questions (explicitly stated)

  • What worked well?
  • What didn’t work well?
  • What could be improved?

Major meta-lesson emphasized

  • Don’t get too attached to ideas during prototyping/testing.
  • Teams can become overly invested (“we can make the station work… just add more complexity”).
  • Feedback may require discarding, simplifying, or iterating—especially if the user doesn’t like it.

Closing reflection

  • Participants share takeaways including:
    • Building creative confidence
    • Time pressure freeing flow
    • Creativity unlocked by environment/team
    • Benefits of small wins and structured exercises
    • Fun competitiveness turning back into collaboration

Additional components

  • Break and logistics
    • A 15-minute break with snacks/coffee
  • End-of-day
    • “Goodie bags” as a closing reward, plus a playful “Mrs. Claus” moment

Speakers / sources featured

Named speakers/facilitators (appearing to lead the workshop)

  • AJ (mentioned in the opening as part of “AJ and Smart Style”)
  • Smart Style (workshop presenters/brand)
  • Rebecca (participant; also speaks during icebreaker)
  • Dom (participant; helps facilitate segments in the exercise debrief and presents concepts)
  • Tim (facilitator/explainer during Define/How Might We and prototype/testing explanations)
  • Chris (participant; contributes during early exercises and wrap-up)
  • Dory (likely facilitator/participant; gives book recommendation: Creative Confidence)
  • Nicola (participant; gives feedback during wrap-up)
  • Peter (participant; mentioned in wrap-up reflections)
  • Ellie (support during workshop break/transition and is thanked)

Other people/groups

  • Nine workshop participants (unidentified individually except for those named above)

Source material referenced

  • Book: Creative Confidence (recommended by Dory)

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