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Dt Curriculum

MicrosoftOfficialPublished by Microsoft

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  • Education and learning
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From the author

Design Thinking learning curriculum covering nine progressive modules across the full Problem, Solution, and Implementation Space methods plus a shared manufacturing reference scenario for teaching and practice
— the description by Microsoft

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

The DT Curriculum is a structured educational framework designed to guide learners through the full Design Thinking lifecycle, spanning the Problem, Solution, and Implementation spaces. It provides nine distinct modules that cover essential methods from initial scoping and research to prototyping, testing, and final handoff. To ensure consistent application of these concepts, the curriculum integrates a shared manufacturing reference scenario, allowing learners to apply theoretical knowledge to a realistic, evolving context throughout their training.

What it does

  • Provides nine progressive modules covering the complete Design Thinking methodology.
  • Uses a shared manufacturing reference scenario to maintain context across all learning modules.
  • Teaches core techniques like stakeholder mapping, contextual inquiry, and frozen request unfreezing.
  • Includes comprehension checks and practice exercises for each design method.
  • Structures learning from the Problem Space through to the Implementation Space.
  • Offers specific guidance on moving from stakeholder assumptions to user-validated reality.

When to use it

  • When teaching or learning the end-to-end Design Thinking process.
  • When you need a structured curriculum to train teams on problem-space scoping and solution-space design.
  • When you want to use a consistent, realistic manufacturing scenario to practice design methods.
  • When you need to bridge the gap between stakeholder requests and actual user needs.
  • When you are preparing for design research, prototyping, or user testing phases.

Advantages

  • Progressive structure ensures learners build skills logically from problem to implementation.
  • Shared scenario provides a consistent baseline for comparing different design methods.
  • Focuses on practical techniques like unfreezing requests and conducting contextual inquiry.
  • Encourages discipline in staying within the problem space before jumping to solutions.
  • Includes built-in assessment tools like comprehension checks and exercises.

Usage examples

“I am starting Module 1 of the Design Thinking curriculum. Can you load the scoping module and the manufacturing scenario?”
The agent loads the scoping module and the manufacturing scenario, then presents the first comprehension check regarding frozen versus fluid requests.
“I need to practice unfreezing a request. Use the manufacturing scenario to give me an exercise.”
The agent provides a specific request from the manufacturing scenario and asks the user to write three progressive questions to uncover the underlying problem.

Install

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/microsoft/dt-curriculum/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip dt-curriculum.zip -d .agents/skills

Documentation by Microsoft

DT Curriculum — Skill Entry

This SKILL.md is the entrypoint for the Design Thinking learning curriculum.

The dt-learning-tutor agent loads this skill to teach Design Thinking concepts, run comprehension checks, and assign practice exercises. The curriculum spans nine progressive modules — one per Design Thinking method — and a shared manufacturing reference scenario that threads through every module so learners build on consistent context as they advance from the Problem Space to the Implementation Space.

Curriculum references

Load the module that matches the method the learner is studying. Load the manufacturing scenario alongside any module that uses scenario-based checks or exercises.

ReferenceWhen to load
curriculum-01-scoping.mdTeaching Method 1: Scope Conversations (Problem Space).
curriculum-02-research.mdTeaching Method 2: Design Research (Problem Space).
curriculum-03-synthesis.mdTeaching Method 3: Synthesis (Problem Space).
curriculum-04-brainstorming.mdTeaching Method 4: Brainstorming (Solution Space).
curriculum-05-concepts.mdTeaching Method 5: User Concepts (Solution Space).
curriculum-06-prototypes.mdTeaching Method 6: Low-Fidelity Prototypes (Solution Space).
curriculum-07-testing.mdTeaching Method 7: High-Fidelity Prototypes (Implementation Space).
curriculum-08-iteration.mdTeaching Method 8: User Testing (Implementation Space).
curriculum-09-handoff.mdTeaching Method 9: Iteration at Scale (Implementation Space).
curriculum-scenario-manufacturing.mdAlongside any module using scenario-based comprehension checks or practice exercises.

Skill layout

  • SKILL.md — this file (skill entrypoint).

  • references/ — the DT curriculum knowledge documents.

    • curriculum-01-scoping.md through curriculum-09-handoff.md — one module per Design Thinking method.

    • curriculum-scenario-manufacturing.md — shared factory-floor reference scenario used across all nine modules.

Files

references/curriculum-05-concepts.md


title: 'DT Curriculum Module 5: User Concepts' description: DT curriculum reference for Module 5 user concepts; load when teaching rough concept visuals, silent review, and interaction vs value demonstration.

User concepts translate brainstorming themes into visual representations that stakeholders can react to. This module sits in the middle of the Solution Space — it takes abstract solution themes from Method 4 and makes them concrete enough for feedback while staying rough enough to invite honest critique. The key insight is that concepts exist to transfer ideas from the team's head to stakeholders' heads, not to demonstrate design skill.

Key Concepts

Minimum viable visual representations — Concept visuals should be the simplest possible assets that communicate the idea. Deliberate roughness signals "this is not finished, your feedback will shape it." Polished concepts trigger aesthetic reactions ("I don't like the color") instead of substantive reactions ("I don't understand how this helps during emergencies"). Learners commonly over-invest in visual quality, believing polish demonstrates professionalism; it actually suppresses honest feedback.

Understanding speed — A concept should be graspable in 30 seconds or less without explanation. If the viewer needs a walkthrough, the concept is too complex or too abstract. This constraint forces clarity about what the solution does and who it serves. Learners often create concepts that make sense to the team but confuse external stakeholders because shared context was assumed.

Interaction vs value demonstration — Interaction concepts show how a user engages with the solution (screen flows, physical interactions, workflow steps). Value concepts show what outcome the solution delivers from different stakeholder perspectives (operator saves 10 minutes per repair, manager sees shift-consistent quality). Both types are needed because stakeholders evaluate solutions through different lenses. Learners tend to create only interaction concepts and wonder why managers are not convinced.

Silent review technique — Present concept visuals without any verbal explanation, then ask "What do you think this represents?" Understanding gaps revealed through silent review are design problems, not viewer problems. This technique prevents the team from talking stakeholders into understanding a concept that does not communicate on its own.

Techniques

Stick figure approach uses deliberately simple drawings — stick figures, basic shapes, labeled boxes — to represent user interactions. The roughness invites feedback and prevents aesthetic distraction. Good output is a concept that communicates the core interaction in under 30 seconds. The pitfall is spending more than 15 minutes refining a single concept visual.

Environment context visualization places the concept within the actual use environment. For the manufacturing scenario, this means showing the production floor, the noise indicators, the glove-wearing operator — not a clean white background. Good output is a concept where environmental constraints are visible. The pitfall is abstracting away the environment and losing the constraints that shaped the solution.

Multi-perspective visualization creates separate concept cards showing the same solution from different stakeholder viewpoints: the operator's experience, the supervisor's dashboard, the safety officer's compliance view. Good output is a set of 2-3 cards per concept that together tell the full value story. The pitfall is creating a single generic concept that resonates with no one specifically.

Comprehension Checks

  1. A designer spent 4 hours creating a detailed interactive mockup for stakeholder review. Why does this level of polish work against the goals of Method 5?

  2. You show a concept to an operator who says "I don't understand what this does." Is this a failure of the viewer or the concept? What should you do next?

  3. Why are both interaction concepts and value concepts necessary? What happens when a team presents only interaction concepts to a plant manager?

  4. A concept clearly communicates its idea when the designer explains it verbally, but stakeholders are confused during silent review. What does this reveal?

Practice Exercises

Exercise: 30-second concept sketch — For the manufacturing scenario solution theme "hands-free interaction during repairs," sketch a concept (stick figures and labels are encouraged) that communicates the core idea in under 30 seconds without any verbal explanation. Include at least one environmental detail (noise, greasy hands, floor layout).

Exercise: Multi-perspective cards — For the same solution theme, create three brief concept descriptions showing value from three perspectives: (a) the night-shift operator performing a repair, (b) the shift supervisor monitoring quality across the floor, (c) the safety officer reviewing emergency procedure compliance. Each description should be 2-3 sentences.

Learner Level Adaptations

Beginners should focus on the minimum viable visual principle and practice creating rough concepts without over-investing in polish.

Intermediate learners benefit from comparing silent review results across concepts and understanding how concept feedback connects backward to Method 4 themes (invalidating or strengthening them) and forward to Method 6 prototype selection.

Advanced learners should explore how organizational culture affects concept reception (hierarchical organizations may suppress honest feedback), analyze when concepts reveal that synthesis themes from Method 3 were poorly framed, and critique the balance between simplicity and sufficient detail.

  • All DT coaching artifacts are scoped to .copilot-tracking/dt/{project-slug}/. Never write DT artifacts directly under .copilot-tracking/dt/ without a project-slug directory.

Requirements and compatibility

Written for: GitHub Copilot, Claude Code

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Needs: Claude Code frontmatter

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Attribution and licence

Published by
Microsoft
Publisher
Microsoft (Official)
Source
microsoft/hve-core · .github/skills/design-thinking/dt-curriculum · commit f425e94
Licence
MIT License (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE)
  • ATTRIBUTION.md (written by AutoGineer)
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Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download dt-curriculum.zip