Video summary

[SFT 2026] Design Thinking Workshop #1 : Introduction, Empathize & Problem Discovery

Main summary

Key takeaways

Educational

Main ideas & lessons conveyed

  • Purpose of the workshop (Samsung SFT 2026)

    • Introduce Design Thinking and how it can be used to develop solutions/products.
    • Focus of this session: Introduction + Empathize + Problem Discovery (first phases).
  • Design Thinking as a human-centered problem-solving approach

    • Starts with people and their needs, not assumptions.
    • Uses empathy to understand target users’ real problems.
    • Produces solutions through iteration—prototype, test, learn, and refine (not a one-pass linear process).
  • Why empathy and problem discovery are crucial

    • If you solve the wrong problem, even a “great” solution may fail.
    • You must validate needs with real users (interviews/observation/surveys), because user needs can vary by context and location.
  • A key framework: lenses for evaluating ideas/solutions

    • Desirability (Do people/users want it?)
      • Confirm via interviews/observations—not historical data or assumptions alone.
    • Feasibility (Can it be built technically?)
      • Consider prototyping, scalability, and technical constraints.
    • Viability (Is it sustainable as a business/service?)
      • Consider business sense, revenue model, and long-term sustainability.
    • Responsibility (added in the modern era)
      • Check ethical concerns and whether the solution creates net positive or negative societal/environmental impact.
  • Example-driven understanding of human-centered design

    • “Norman doors” story:
      • Bad/ambiguous design confuses people.
      • Good design improves discoverability and feedback.
    • Hospital/child experience examples:
      • Redesigning environments and procedures can reduce anxiety and improve outcomes (e.g., themed rooms, music, distractions, and staff/patient buy-in).
    • Service flow examples:
      • Queues, counter placement, check-in layouts, etc., strongly shape the real user experience.
  • Design thinking phases (iterative, nonlinear)

    • Covered phases include:
      • Empathize (understand people)
      • Define (formulate the problem clearly)
      • Ideate (generate multiple solution options)
      • Prototype (build visual/usable representations quickly)
      • Test / Iterate (learn from real users and cycle again)
  • Behavior change theory as a basis for impactful design

    • Example: using environmental cues (e.g., piano music/stimulus) to encourage healthier behaviors like taking stairs.
    • Insight: design can shape behavior by improving the experience and reducing friction.

Methodology / instructions (detailed)

A) How to approach Design Thinking (conceptually)

  • Start with empathy
    • Observe users in context.
    • Listen to what they say and what they do.
    • Avoid assuming you already know the problem.
  • Define the problem precisely
    • Convert findings into a clear problem statement tied to user needs.
    • Focus on the human need behind the request (root cause).
  • Ideate broadly
    • Generate many solution ideas (including “wild” ones).
    • Don’t judge too early; prioritize quantity first.
  • Prototype quickly
    • Create quick representations (sketches, mockups, simple artifacts).
    • Use prototypes to make ideas testable.
  • Test and iterate
    • Validate with real users.
    • Learn from feedback and revisit earlier phases as needed.
    • The process is looping (return to ideate/prototype when necessary).

B) Empathize phase—practical steps emphasized

  • Create/select target user scope
    • Decide who you’re trying to help.
    • Build a persona / proto-persona using demographics, habits, motivation, challenges, and hopes.
  • Collect evidence about the user
    • Use one or more methods:
      • Interviews (qualitative)
      • Observation / ethnography (see real behavior in real environments)
      • Immersive testing (try the service yourself)
      • Surveys (quantitative validation)
  • Interview technique guidelines
    • Begin with context (e.g., “typical day,” “daily journey,” “what happens step-by-step”).
    • Use open questions and let the user lead the narrative.
    • Probe deeper with “why” (a “5 whys”-style approach) to find root needs.
    • Avoid leading/close-ended questions that force the expected answer.
    • Avoid “pitching” your solution during the interview.
  • Validate what users really mean
    • Distinguish between:
      • What users ask for vs. what they need (deep underlying requirement).
    • Break down user statements and check relevance to real conditions.
  • Watch for common empathy/interview traps
    • Designing from assumptions (“I’m the user, I know”).
    • Confirmation bias (only listening to answers that support your idea).
    • Falling in love with the solution instead of re-checking the problem.
    • Interviewing the wrong participants (sample bias).

C) Evaluate solution fit using the 4 lenses (Desirability / Feasibility / Viability / Responsibility)

  • Desirability
    • Interview/observe to confirm users want it and understand their pain points.
  • Feasibility
    • Assess whether it can be built; consider prototyping and scalability.
  • Viability
    • Consider sustainability and whether the business/service model can work.
  • Responsibility
    • Evaluate ethical and societal/environmental side effects.

Hands-on activity (workshop exercise) instructions

A) Working in the Miro boards (what participants did)

  • Use an online workspace (Miro) with two main card areas:
    1. Brainstorm card (problem/opportunity-oriented)
      • Generate idea(s) starting from problems or opportunities around you.
      • May include improvements of existing solutions.
      • Encourage “wild ideas,” but include at least one innovative concept.
    2. Proto-persona card (user/prototype persona)
      • Create a preliminary persona based on the selected problem/idea.
      • Fill in:
        • Demographics/role
        • Behavior patterns
        • Motivation/goals
        • Challenges/obstacles
        • Hopes/desired outcomes

B) How teams were guided to find problems/ideas

  • Look for issues in daily life or community contexts, such as:
    • Waste/garbage problems
    • Transportation problems
    • Environmental cleanliness/greening issues
    • Social issues (e.g., accessibility, service flow problems)
    • Any local bottleneck/opportunity
  • Estimate constraints, including cost per user (example discussed: affordability should shape the design).
  • Brainstorm solution concepts that address the identified needs.

C) Timebox / workflow (as implied by the facilitator)

  • Participants duplicated provided templates to their own boards.
  • They were given limited time windows (e.g., ~15 minutes per section) to:
    • Fill brainstorm cards
    • Fill proto-persona cards
  • Some participants struggled duplicating on mobile; the facilitator suggested using a desktop browser when possible.

D) Presentations and example outcomes

  • One group presented ideas for agroforestry farmers facing unfair distribution and low prices due to intermediaries, proposing concepts such as:
    • Connecting farmers to end buyers via an application/platform
    • Education/regulation to improve economic outcomes
    • Harvest quality monitoring to improve pricing fairness
    • “Wild” technology concepts (drones/IoT sensors/logistics automation)
    • A digital cooperative / digital supply-chain intervention concept

Q&A—key answers and clarifications

  • Q: Do proposals need to match a specific “design thinking” sequence in evaluation/repair?

    • A: If proposals already exist, refine them; evaluation ensures the phases align with design thinking thinking (including improvements in subsequent phases).
  • Q: What’s a big mistake that can have fatal consequences in a later phase?

    • A: Falling in love with the solution too early.
    • You must validate with the right users through empathy work.
  • Q: How to handle survey participants who don’t take surveys seriously?

    • Revalidate answers via follow-up or re-interviews where possible.
    • If quality is too low, replace samples and aim for sufficient sample size (roughly stated: interviews ~5–10; surveys minimum ~30).
  • Q: In the empathize phase, do you need an idea first or do you interview first?

    • A: First define the problem scope (what you want to help with), then interview. Solutions can remain undefined initially.
  • Q: How do we ensure AI-generated design is human-centered?

    • Ensure the design is derived from insights collected from real target users.
    • Interview the correct demographic and validate desirability/fit for the intended segment.

Speakers / sources featured (identified)

  • Olivia — workshop moderator (host/introducer, mood check, instructions, Q&A facilitation, attendance/feedback prompts).
  • Mas Kusuma (Maks Kusuma) — innovation coach; delivered design thinking content and led hands-on guidance and Q&A.
  • David Kelly — featured video segment defining design thinking:
    • “Design thinking is an approach to creative problem solving… human-centered path to innovation.”
  • Don Norman (and “Norman doors” reference) — conceptually featured via a video segment (doors, discoverability, feedback).
  • Vox Media / 99% Invisible — referenced as a source/collaboration for the “Norman doors” design example video content.
  • GE Healthcare / design team / children’s hospital context — referenced via a video case about child-friendly diagnostic imaging experiences.
  • Amazon — referenced in connection with a case example (Pilpack acquisition).
  • DIY studio in China / HTX Studio — referenced via a video example about an automated trash-bin / robotic IoT system (DIY robotics/IoT storytelling).
  • Samsung SFT (Samsung Sol for Tomorrow 2026) — the event/series being run (not an individual).

Original video