Design Thinking for High Tech Products

Author: Vishal Jain , LSI Manager (Head of Product) – ROHM Semiconductor India

High-tech teams are great at solving complex problems. The risk is that they move so quickly into solution mode that they sometimes solve the wrong problem, or solve it for the wrong user.

That’s where design thinking comes in. It gives product, engineering, and business teams a way to slow down at the right moments, understand humans first, and then build technology that actually fits into real lives and workflows.

This isn’t a fancy add-on to product development. For complex, ambiguous, high-stake problems, it can be the difference between a product that quietly fades out and one that customers look at and say, “Yes. This is exactly what I needed.”

In this blog, we’ll walk through how design thinking applies to high-tech products, phase by phase, using only the ideas and stories from the original session.

Key Takeaways:
  • Design thinking helps teams uncover real user needs before jumping into high-tech solutions.
  • Complex, ambiguous problems become clearer when you empathize deeply and define the right problem.
  • Ideation works best when teams generate many diverse ideas without judging too early.
  • Prototypes are built to learn fast, not to launch, making early testing with users essential.
  • Iterative cycles across empathize, define, ideate, prototype, and test lead to products that genuinely fit users’ lives and workflows.
In this article
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    When Do You Actually Need Design Thinking?

    Design thinking is not a hammer you swing at every tiny nail.

    It makes sense when:

    • The goal is big and ambiguous – for example, “Improve the airport experience” or “Fix the way support teams handle daylight saving changes across time zones.”
    • The environment is complex – many stakeholders, conflicting needs, unclear boundaries.
    • The problem isn’t clearly defined – you suspect the real problem is different from what users or stakeholders first describe.
    • You have time and access – you can talk to users, run multiple iterations, and refine the solution.

    For simple, well-defined issues (“Change this label in the UI”, “Add this one field in the report”), design thinking might be overkill. But when you’re touching entire workflows, high-risk systems, or multiple personas, this approach starts to shine.

    A key point: you are not building for the customer, you are building with the customer. You bring them into the process early and often instead of showing them a finished product at the very end.

    Why Traditional Linear Development Breaks Down in High-Tech

    Think of the usual way many teams build products:

    1. Someone defines requirements internally.
    2. Specs and feature lists are written.
    3. Engineering builds for months.
    4. Only then does the product reach customers.

    This can work for straightforward enhancements. But for high-tech products with complex use cases, that approach has some painful flaws:

    • Weak user centricity
      Specs come from internal assumptions instead of real user interviews.
    • Wrong problem, polished solution
      You might be solving something users don’t actually care about. The product looks complete but misses the main pain.
    • Vague or overly broad target user
      “Everyone who owns a smartphone will use this.”
      When you think everyone is your user, often nobody really becomes your user.
    • No clear personas
      The system admin, the network engineer, the support agent, and the end customer all get mashed into “user”, and the product becomes confusing for all of them.
    • “Me-too” clones
      Copying an existing product’s features (say, another taxi app) without a differentiated value proposition leads to high cost and low adoption.
    • High development cost and weak market fit
      Because you decide everything up front and discover reality only at launch.

    Design thinking flips this. It lets you validate the problem and direction early, then invest heavily only after you’ve tested with real humans.

    The Sweet Spot: Desirability, Feasibility, Viability

    Before we dive into the process, it helps to remember this simple model:

    • Desirability – Do people actually want this?
    • Feasibility – Can we build it with the technology we have?
    • Viability – Does it make business sense?

    Take the example from the session: vacation trips to the moon.

    • Desirability? Very high. Many people would love to go.
    • Feasibility? Human space travel exists, so technically possible.
    • Viability? Huge question mark. The cost of building a spaceship for large numbers of tourists and pricing it in a way that individuals can afford is still a big challenge.

    Design thinking mainly leans into desirability early on: deeply understanding what people need and why. Feasibility and viability remain crucial, but they’re layered in as you move forward.

    The Five Phases of Design Thinking

    The classic structure from Stanford is:

    1. Empathize
    2. Define
    3. Ideate
    4. Prototype
    5. Test

    They’re not linear steps you tick once. You can move back and forth between them as reality pushes back on your assumptions.

    We’ll go through each one and connect it back to high-tech work.

    Phase 1: Empathize – Know Your Customer, Really

    Empathy is where design thinking starts. Here, you’re trying to understand:

    • What people do
    • What they say
    • How they feel
    • What they’re actually trying to achieve (their “job to be done”)

    Step 1: Decide who your user really is

    In a complex environment like an airport, “user” can mean:

    • Passengers
    • Ground staff
    • Airline crew
    • Flight controllers
    • Taxi drivers dropping passengers
    • Airport management

    Each group has completely different needs.

    So you first ask:

    • Which stakeholder are we solving for right now?
    • Are they decision makers or influencers?

    • Example: a child wants a toy (influencer), the parent decides to buy it (decision maker).
    • In B2B, an operations manager might influence, but procurement signs the contract.

    Step 2: Plan customer interviews

    You pick a sample of customers across different:

    • Age groups
    • Income levels
    • Roles
    • Behaviours (frequent traveller vs occasional, frequent donor vs first-time donor, etc.)

    Before you meet them, you:

    • Set context: explain why you’re talking to them.
    • Prepare a question set.
    • Avoid yes/no questions.
    • Aim for open-ended questions that make them talk and reveal stories.

    You can ask things like:

    • “What are the hardest parts of your day when you use this system?”
    • “How do you currently solve this problem?”
    • “If we added this feature, how would you use it?”
    • “What would stop you from using this product?”
    • “What else would make your experience better?”

    It helps to:

    • Record the session (with permission).
    • Go in pairs: one person asks, another takes notes and observes.

    At the end of each interview, you:

    • Summarize what you heard: “Here’s what I’m hearing as your main challenges…”
    • Ask: “Did I miss anything critical?”
    • Ask for referrals: “Is there anybody else who faces this problem whom I should talk to?”
    • Ask permission to circle back later with prototypes.

    Needs vs Deep Insights: The Hammer Story

    One of the simplest examples in the session explains this beautifully.

    Someone walks into your shop and asks for a hammer.
    You can either:

    • Hand over the hammer, take the money, and move on.

    Or you can ask:

    • “Why do you need the hammer?”
      – “To put a nail in the wall.”

    • “Why do you need the nail in the wall?”
      – “To hang a calendar.”

    • “Why do you want the calendar on the wall?”
      – “When I wake up, I don’t remember what day it is.”

    The need they stated: hammer.
    The deep insight: they want a simple way to know what day it is when they wake up.

    Suddenly, a table calendar or a digital display might solve the real job better than a hammer.

    Jobs To Be Done: The McDonald’s Milkshake Story

    The milkshake case from Clayton Christensen is another good example of digging for deeper jobs.

    McDonald’s wanted to grow milkshake sales. They:

    • Surveyed customers about flavours and ingredients.
    • Tweaked things based on that input.
    • Sales stayed flat.

    Then they observed behaviour in a real context:

    • Over half of the milkshakes were bought before 8:30am.
    • People bought them alone, often before long drives.

    When they asked why, they heard:

    • “I have a long, boring drive to work.”
    • “I need something I can consume in the car.”
    • “I want to feel full until about 10am.”

    Other options (doughnuts, bananas, Snickers, bagels) failed one way or another.
    The job of the milkshake was not “tasty treat,” it was “keep me full and occupied on a long commute without making a mess.”

    This is the kind of insight design thinking tries to surface.

    Persona Maps

    After interviewing many users, you synthesise the patterns into persona maps. A persona is not a real individual but a representative of a group with similar traits.

    A persona map typically captures:

    • Who they are
      Age, role, location, income band

    • Jobs to be done

    What are they trying to accomplish?

    • Motivations and goals
      What keeps them going? What do they want in work or life?

    • Behaviours
      How they use technology, how often, in what context

    • Pains and frustrations
      Confusing pricing, hidden fees, complexity of tools, and frequent errors

    • Thoughts and feelings
      Excited, overwhelmed, anxious about hidden charges, etc.

    • Gains they’re hoping for
      Convenience, clarity, speed, reliability, trust

    For high-tech products, persona maps can include system admins, support engineers, B2B buyers, blood bank medical officers, and so on.

    Phase 2: Define – Turning Chaos Into a Clear Problem

    After empathy work, you’re sitting on tons of data. Different users, different stories, lots of ambiguity.

    The Define phase filters that into a sharp problem statement.

    Key questions:

    • Who is the core user we are focusing on right now?
    • What is their main problem?
    • What gain are they trying to achieve if that problem disappears?

    Point of View (POV) Statements

    A point of view bundles:

    • A specific persona
    • Their key needs
    • The deeper insight behind those needs

    For example:

    A busy young engineer needs to buy a meaningful gift for his mother but has very little time to search and wants something truly thoughtful.

    That is more powerful than “User needs an e-commerce app.”

    4W Framework

    You can also look at your problem through four lenses:

    • Who is experiencing the problem?
    • What exactly is happening (or not happening)?
    • Where does it show up (which part of the process, app, or system)?
    • Why does it matter (what outcome is at risk)?

    This forces you to tie the problem to a clear context.

    The Five Whys

    Another tool from the session is the Five Whys – you keep asking “why” to peel back layers.

    Example used:

    • Problem: person is not eating healthy.

    • Why? Orders food online every day.
    • Why? No vegetables or ingredients at home.
    • Why? Hasn’t gone shopping for a week.
    • Why? No time to go to the supermarket.
    • Why? Works long hours and is exhausted.

    You start with “not eating healthy” and end at “exhausted and time-poor”. 

    That final layer suggests different solution directions (convenience, automation, pre-planned meals) instead of generic health advice.

    “How Might We…” Questions

    Once you understand the problem, you frame it as a How Might We (HMW) question:

    • “How might we help a time-starved engineer buy a meaningful gift without endless browsing?”

    • “How might we help a support team handle daylight saving changes reliably across regions?”

    • “How might we help sales teams configure elevators correctly for each unique building?”

    This opens up the space for ideas without locking into a single solution too early.

    Phase 3: Ideate – Go Wide Before You Go Deep

    With clear HMW statements, you move into ideation. The focus here is on quantity and diversity of ideas.

    Guiding principles:

    • No idea is dismissed during generation.
    • Seniority doesn’t decide which ideas are “good”.
    • You separate divergence (generating many ideas) from convergence (picking a few to move forward).

    Some techniques from the session:

    SCAMPER

    Take an existing product or idea and explore:

    • Substitute – What element can be replaced with something else?
    • Combine – Can we merge two features to create something better?
    • Adapt – Can we tweak it to new regulations or new contexts?
    • Modify – Can we change size, shape, speed, and frequency?
    • Put to another use – Can an existing feature solve a different problem?
    • Eliminate – What can we remove for clarity or simplicity?
    • Reverse – Can we change the order or direction of the flow?

    Brainstorming

    The most familiar approach:

    • One facilitator, a group of participants.
    • Everyone speaks, all ideas are written down.
    • No criticism while ideas are flowing.

    • People build on each other’s ideas.

    Brainwriting

    Great for quieter or junior team members.

    • Everyone silently writes down ideas.
    • Ideas are passed around or pooled.
    • Others add to or modify those ideas.
    • After a few rounds, the group reviews all of them together.

    This works especially well in remote or hybrid setups.

    Mind Mapping & Storyboarding

    • Mind maps show ideas and sub-ideas visually, branch by branch.
    • Storyboards sketch step-by-step user journeys – almost like comic strips for your product flow.

    These visual tools help teams see the whole experience and spot gaps.

    Phase 4: Prototype – Build to Learn, Not to Launch

    Prototyping is about learning, not perfection.

    You’re not trying to ship production code. You’re trying to put something in front of users quickly so that they can react.

    Prototypes can be:

    • Paper sketches of app screens
    • Low-fidelity wireframes
    • Clickable mockups in tools like Figma, Adobe XD, Sketch, InVision
    • Simple debug builds for an existing software product
    • Sample hardware configurations or small test runs

    The point is:

    • Make the idea tangible.
    • Spend the minimum effort required to get meaningful feedback.

    Keep it flexible enough to change quickly.

    Phase 5: Test – Reality Checks With Real Users

    In the Test phase, you bring prototypes to users and watch what happens.

    Users may say things like:

    • “This isn’t really the problem I face.”
    • “Yes, this problem exists, but something else hurts more.”
    • “This workflow won’t fit into how we actually work because of X, Y, Z.”

    From there, you might:

    • Go back to Ideate to generate new approaches.
    • Go back to Define and refine the problem statement.
    • Even go back to Empathize and run deeper interviews.

    Testing also doesn’t always need fancy prototypes. Depending on your product, it might be:

    • A single web page shared with a small set of users
    • A print handout or mock screen
    • A debug library for a feature in a large software product
    • A beta version or a minor release
    • Sample units for a hardware product

    The mindset stays the same: “We think this will solve your problem. Walk us through how it fits into your world.”

    How This Plays Out in High-Tech Products?

    The session shared a few examples where design thinking fits naturally into high-tech domains.

    1. Elevator Sales Configurator

    Elevators seem standard from the outside, but each building is different:

    • Different shaft sizes
    • Different floor heights
    • Different capacity and speed needs
    • Complex safety parts and configurations

    A single OEM might need to configure unique elevators for many builders, then quote accurately based on parts and constraints.

    Here, design thinking helps:

    • Treat the sales team as the key persona.
    • Understand their pain in configuring systems and generating quotations.
    • Ideate flows and tools they can actually use.
    • Prototype a sales configurator that lets them define elevator specs and automatically generates material lists and pricing.
    • Test with real sales reps, refine, and then roll out.

    2. Daylight Saving Handling in Embedded Systems

    Imagine embedded systems deployed across multiple countries, each with:

    • Different daylight saving rules
    • Different time zones
    • Different compliance requirements

    A Linux daylight-saving package might need to be integrated into many devices. Support engineers and system admins become crucial personas here.

    Design thinking can:

    • Surface their real jobs: reliable timekeeping, minimal disruption, and easy debugging.
    • Reveal where daylight-saving bugs show up (logs, dashboards, synchronization issues).
    • Guide what tools, controls, or dashboards they actually need.

    3. Blood Donation Platform

    In one product lab project, an online platform connected:

    • Blood donors
    • People who regularly needed blood
    • Blood bank medical officers

    Different personas had different jobs to be done:
    frequent donors seeking meaning and trust, families scrambling for units every three weeks, medical officers managing stock and safety.

    Persona maps and interviews shaped:

    • How each user logged in
    • What information they saw
    • How matches and notifications worked

    The design thinking structure helped balance all three perspectives.

    4. Semiconductor Products

    In semiconductor product development:

    • Customers may be hardware design teams or system companies.
    • Specs involve supply voltages, input wattage, tolerances, and many other parameters.

    Design thinking nudges teams to:

    • Talk to these engineers early.
    • Understand their real constraints and goals.
    • Share draft specifications and simulation results for feedback.
    • Iterate before committing to full silicon.

    Bringing It All Together

    Design thinking doesn’t replace solid engineering, robust architectures, or sound business models. It shapes what you build in the first place and for whom.

    For high-tech products, it helps you:

    • Avoid falling in love with features instead of problems
    • Untangle complex stakeholder needs
    • Turn vague requirements into sharp “How might we…” challenges
    • Generate a wide set of ideas instead of jumping to the first solution
    • Learn fast with prototypes before you invest big
    • Build products that real users can recognize as “made for me”

    The technology can be cutting-edge, the domain can be deep, and the constraints can be heavy. The core question design thinking keeps asking is surprisingly simple:

    “Are we solving something that matters, in a way that makes sense, for a real human being on the other side?”

    For high-tech teams, that question is worth returning to in every cycle.

    Frequently Asked Questions

    Design thinking is a human-centred approach that helps teams understand real user needs, define the right problem, generate ideas, prototype quickly, and test with users before full development.

    High-tech products often deal with complex workflows and multiple stakeholders, and design thinking ensures the solution actually fits how users work and what they value.

    The five stages are Empathize, Define, Ideate, Prototype, and Test used iteratively to reduce risk and build the right solution.

    Personas organize interview insights into clear profiles of user goals, pains, and behaviors, guiding teams to design for specific needs instead of vague assumptions.

    Prototypes turn ideas into quick, tangible models that users can react to, helping teams learn early, refine direction, and avoid costly mistakes later.

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