How to Diagnose and Solve Your Team's Biggest Problems Using Design Thinking (DT) in Soccer Coaching
Design Thinking gives soccer coaches a structured five-stage process for diagnosing real team problems, designing purposeful training sessions, and measuring genuine improvement over a four to six week block rather than chasing quick fixes.
ADAPTABILITY & INNOVATION
Ben Foulis
5/15/202615 min read


Design Thinking
Every coach has sat in the stands or on the bench watching their team struggle with the same problem week after week. The chances are being created but not converted. The defensive shape holds for sixty minutes and then falls apart. The team dominates possession but never seems to hurt the opposition. The frustration is not a lack of effort. It is a lack of a structured process for diagnosing what is actually wrong and building a deliberate response to it.
Design Thinking is that process. Originally developed as a creative problem-solving methodology for product designers and engineers, it has since become one of the most widely adopted frameworks in business, healthcare, and education. Its appeal is simple: it starts with observation rather than assumption, and it builds solutions that are tested and refined rather than guessed at and hoped for.
For soccer coaches working at the team level, Design Thinking maps almost perfectly onto what good coaches already do instinctively. The framework gives that instinct a structure, a language, and a cycle that produces real, measurable improvement over time.
History and Origins
Design Thinking as a formal methodology emerged from the work of Herbert Simon, a Nobel Prize-winning economist and cognitive scientist who argued in his 1969 book The Sciences of the Artificial that design was not just an artistic process but a rigorous, repeatable way of solving complex problems. Simon proposed that designers work through a structured sequence of stages rather than relying on intuition alone.
In the 1970s and 1980s, researchers at Stanford University and the design firm IDEO began developing Simon's ideas into a practical framework for product development. IDEO's founder David Kelley and his colleagues formalized the five-stage process that most practitioners use today: Empathise, Define, Ideate, Prototype, and Test. Their work was driven by a core belief that the best solutions come from deeply understanding the person or group experiencing the problem, not from assuming you already know what they need.
Stanford's d.school, formally known as the Hasso Plattner Institute of Design, became the leading academic home for Design Thinking from the mid-2000s onwards. It trained thousands of professionals across industries in the methodology and helped spread it far beyond product design into fields including public policy, medicine, and organizational leadership.
What made Design Thinking durable was its rejection of linear problem-solving. Traditional approaches move in a straight line from problem to solution. Design Thinking treats the process as iterative. A solution that does not work is not a failure. It is data. The cycle begins again with new information, and the solution improves with each pass.
Use in Business and the Corporate World
In corporate settings, Design Thinking became a standard tool for innovation and problem-solving because it addressed a recurring failure in organizational life: teams that built solutions for problems they had never properly diagnosed.
Starting With Observation, Not Assumption
The most significant shift Design Thinking introduced to business was placing deep observation before any solution work. Companies would traditionally identify a problem, brainstorm solutions, and build the most promising one. Design Thinking interrupted that sequence by insisting that the problem itself needed to be understood through research and observation before any solution was considered.
IBM's adoption of Design Thinking across its global workforce in the 2010s is one of the most cited corporate examples. The company trained over a hundred thousand employees in the methodology and reported that projects guided by Design Thinking reached market faster and with higher user satisfaction than those that did not use the framework. The primary reason was that teams spent more time defining the real problem before attempting to solve it, which meant fewer resources were wasted building solutions that addressed the wrong thing.
Prototyping as a Tool for Learning
The prototype stage transformed how businesses approached product development. Rather than building a complete solution before testing it, companies began creating low-cost, rough versions of their ideas to test assumptions early. A prototype is not meant to be the answer. It is meant to generate information about whether the proposed direction is worth pursuing.
Google's internal innovation teams use rapid prototyping cycles where ideas are tested within days rather than months. The purpose is not to find a perfect solution immediately but to eliminate bad directions quickly and cheaply. Each prototype teaches the team something that moves the next version closer to a genuine solution.
Measuring the Right Things After the Right Amount of Time
One challenge businesses encountered when adopting Design Thinking was the pressure to measure results too early. A solution tested over a week rarely shows meaningful change. Organizations that committed to the full cycle, including a proper measurement window after implementation, consistently reported more reliable outcomes than those that abandoned the process after a single prototype.
The Coach as a Natural Design Thinker
Before exploring how Design Thinking applies to soccer coaching, it is worth acknowledging something that often goes unrecognized: coaches are already doing most of this.
A coach who watches every minute of every match is not a passive observer. They are a constant data collector. They track patterns, notice trends, and form hypotheses about why their team is performing the way it is. The gap between an instinctive coach and a Design Thinking coach is not in the observation. It is in what happens after the observation. Design Thinking gives the coach a structured process to turn what they see and what the numbers tell them into a deliberate, measurable improvement cycle rather than a series of reactive decisions.
That shift, from reactive to structured, is where real team development happens.
The problems your team presents will look very different depending on where they are in their development. Tuckman's Stages of Group Development gives you a useful lens for reading that before you start the diagnostic process.
The Coach Who Diagnoses Before He Prescribes
Erik ten Hag's Ajax tenure between 2017 and 2022 is one of the clearest examples of Design Thinking applied to elite soccer coaching. When ten Hag arrived at Ajax, he did not impose a predetermined system regardless of the squad in front of him. He observed, diagnosed, and designed. His pre-season work was built around deep observation of what the available players could genuinely do, what the squad's collective patterns were, and where the specific gaps were that would limit performance if left unaddressed.
His use of detailed match data to identify precise team-level problems before designing training responses to them was well documented by his coaching staff. The process he followed mapped almost exactly onto the Design Thinking cycle: extended observation to empathise with the team's actual situation, a specific problem statement that identified the most significant issue to address, a range of possible training solutions that were considered before the most appropriate one was selected, individual sessions as prototypes tested against the problem, and match performance as the measure of whether the solution was working.
The results across his five-year tenure, a Champions League semi-final in 2019 and three Eredivisie titles, were produced by a coach who refused to prescribe before he had diagnosed. His approach demonstrated that the five stages of Design Thinking are not a business process awkwardly translated into sport. They are a description of how the most rigorous coaches already work, given a structure and a language.
Applying Design Thinking to Soccer Coaching
To make the framework concrete, we will use a single example throughout: a team that is creating chances but failing to convert them. This is one of the most common team-level problems in soccer, and it is also one of the most misdiagnosed. It works as an example because the solution is rarely obvious, the causes are multiple, and the fix requires sustained, structured work over several weeks.
Stage One: Empathise
In Design Thinking, the Empathise stage is about gathering genuine information before forming any conclusions. For a soccer coach, this stage is already embedded in the job. The coach watches every second of every match and is constantly evaluating what they see.
The key at this stage is to make that observation systematic. A coach who notices poor conversion instinctively has a starting point. A coach who also tracks the numbers has a much stronger foundation for what comes next. How many shots did the team have? From which areas of the pitch? How many were on target? At what point in the match did the chances arrive? Were the same players involved in the majority of chances? How did the opposition's conversion rate compare?
In a match where your team had twelve shots and converted one, while the opposition had eight shots and converted three, the numbers alone do not tell you why. But they tell you that the problem is real, that it is significant, and that it deserves a structured response rather than a passing comment at the next training session.
Gathering this data over two or three matches before drawing any conclusions is important. A single poor conversion game could be circumstantial. A pattern across multiple matches is evidence of a genuine team-level problem worth addressing.
Stage Two: Define
This is the stage where most coaches go wrong, and it is the stage Design Thinking places the most emphasis on. The Define stage takes all the observation and data gathered during Empathise and turns it into a single, specific, honest problem statement.
The temptation when conversion numbers are poor is to define the problem immediately as a finishing problem and go straight to shooting drills. That assumption skips the define stage entirely. Poor conversion can stem from a wide range of causes that have nothing to do with the quality of the finish itself.
Is the striker arriving at the chance too early, before the ball has been played, and having to adjust their run? Are the wide players delivering crosses that are too close to the goalkeeper? Is the team creating chances predominantly from low-probability positions, such as long shots from outside the area, rather than higher-probability positions closer to goal? Is there a lack of a second runner arriving late into the box to give the striker an alternative option? Is the communication between the players in the final third breaking down at the moment of delivery?
A good problem statement is specific enough to point toward a solution. "We are not scoring enough" is not a problem statement. "We are creating chances primarily from wide positions but failing to convert because our central striker is not receiving the ball in central areas at the right moment" is a problem statement. It names the pattern, identifies a likely cause, and implies a direction for the work ahead.
Once you have diagnosed the real problem, the next step is setting clear targets around solving it. The SMART Goals framework gives you a structured way to do that before the work begins.
Arriving at that level of specificity requires the coach to resist the instinct to jump to solutions and instead ask what the observation is actually telling them.
Stage Three: Ideate
Once the problem has been defined clearly, the Ideate stage opens the solution space wide before narrowing it down. In business, this is the brainstorming phase. In coaching, it is the process of generating every possible training response to the defined problem before deciding which ones to pursue.
Using the conversion example, a coach who has defined the problem as poor movement into central areas might generate the following range of possible training directions: individual finishing technique under pressure, movement and timing of runs in relation to the ball, formation adjustments to increase the number of players arriving in the box, communication cues between the striker and wide players at the moment of delivery, and small-sided games that reward central penetration rather than wide play.
Not all of these will be equally relevant. Some may address symptoms rather than causes. But generating a broad range of options before selecting the most promising ones is what prevents the coach from defaulting to the same familiar drill they always run when conversion is poor. The Ideate stage forces genuine thinking about the problem rather than habitual responses to it.
Stage Four: Prototype
In Design Thinking, a prototype is a low-cost, testable version of a proposed solution. It is not meant to be perfect. It is meant to generate information. In a coaching context, the individual training session is the prototype.
A coach addressing poor conversion through a four to six week training block is running a series of prototypes. Each session tests a specific aspect of the defined problem. The first week might focus on movement and timing of runs. The second on communication between the striker and wide players at the moment of delivery. The third on small-sided games that replicate the conditions where the team is failing to convert. The fourth on finishing under pressure from central positions.
Two to three sessions per week over a four to six week block gives the coach enough repetitions to genuinely develop the habits and patterns being targeted. It also allows the coach to observe what is working within the sessions and adjust the next one accordingly. A session that does not produce the intended outcome is not wasted. It tells the coach something about the problem that the previous observation did not reveal.
This is the iterative quality of Design Thinking that separates it from a standard training plan. The sessions are not fixed in advance and followed regardless of what happens. They are planned, observed, and refined as the block progresses.
Stage Five: Test
The Test stage is where the solution is measured against the original problem. In a business context, this is where a product is released to users and the data is gathered to evaluate whether the design solved the problem it was built to address.
In soccer coaching, the test is the match. But here is where many coaches undermine the entire process: they expect to see results too quickly.
A coach who runs three sessions on movement in the final third and then judges the outcome by the following Saturday's scoreline is not testing. They are reacting. Habits and patterns at the team level take time to embed. Players need repetition across multiple sessions before new movements become instinctive. New communication cues need to be practiced until they are automatic. Formation adjustments need to be understood and internalized before they can be executed under match pressure.
A realistic measurement window for a team-level problem is four to six weeks of dedicated training. After that block, the coach returns to the same data points they used in the Empathise stage. How many shots? From where? How many on target? How many converted? Has the pattern shifted? If the team that was converting one in twelve is now converting three in ten, the block has produced a measurable result. If the numbers have barely moved, the Define stage needs revisiting. The problem may have been misidentified, or the training solutions may have addressed the wrong aspect of it.
That willingness to return to the beginning with new information, rather than abandoning the process or doubling down on an approach that is not working, is what makes Design Thinking a genuine improvement cycle rather than a one-off training plan.
Building a Four to Six Week Block
A Design Thinking training block for a team-level problem like low conversion might be structured as follows.
Weeks one and two focus on the most fundamental aspect of the defined problem. If the issue is movement and timing of runs, these sessions establish the baseline habit. Small-sided games are designed to reward the specific movement pattern being developed. The coach observes closely and refines the session format based on what the players are and are not picking up.
Weeks three and four layer additional complexity onto the foundation. Communication between players in the final third is added to the movement work. Sessions begin to replicate match conditions more closely, with defensive pressure and realistic delivery angles. The coach is now testing whether the habits developed in weeks one and two hold up under more realistic conditions.
Weeks five and six shift toward full match replication. Larger-sided games and set piece scenarios that reflect the situations where the team has been failing to convert. The coach is less focused on isolated skill development and more focused on whether the team is executing the patterns under pressure. This is the final prototype before the measurement match.
After the block, the coach reassesses the data. The match statistics from the four to six weeks following the block become the test results. Not the first match after the block ends. The pattern across several matches is what tells the real story.
Design Thinking tells you what to work on. If you want a practical system for organising that work across a season in short, measurable cycles, Agile Methodology gives you exactly that structure.
One practical tool that supports this stage is a simple weekly graph plotting the team's conversion rate across every match of the season. Shots taken versus goals scored, tracked game by game and displayed visually. It does not need to be sophisticated. A whiteboard in the changing room or a printed chart works just as well as a spreadsheet. What matters is that the trend is visible to everyone.
This graph serves two purposes. For the coach, it is an honest measure of whether the training block is producing results over time. A line that begins to climb after weeks three or four of the block is evidence that the work is paying off. A line that stays flat is evidence that the problem definition may need revisiting. For the players, the graph makes the connection between training effort and match outcome visible in a way that words rarely can. Teenagers in particular respond to data they can see and interpret themselves. When they watch the conversion line begin to move upward, they understand that what they are doing in training on Tuesday and Thursday is showing up on the scoreboard on Saturday. That understanding is a powerful driver of buy-in and effort across the remainder of the block.
Benefits for Coaches
A Structured Response to a Real Problem
Design Thinking gives coaches a process for turning observation into action without skipping the critical step of proper diagnosis. Coaches who use the framework spend less time running generic drills and more time building sessions that address something specific and real.
Patience Built Into the Process
One of the most damaging habits in coaching is changing the training focus too quickly because results are not immediate. The Design Thinking cycle builds patience into the process by defining a measurement window in advance. The coach commits to the block before judging the outcome, which protects the process from reactive decision-making.
Better Use of Match Data
Soccer is a sport with a rich statistical record, even at amateur and semi-professional levels. Shots, conversion rates, possession percentages, defensive errors, and set piece outcomes are all available to a coach willing to track it. Design Thinking gives that data a purpose. It is the foundation of the Empathise stage, the evidence base for the Define stage, and the measurement tool for the Test stage. A simple graph tracking conversion rate week by week across the season turns that data into something the whole squad can engage with, not just the coach. When players can see the trend themselves, the training block stops being something that is happening to them and starts being something they are invested in.
Development That Compounds
A coach who runs two or three Design Thinking cycles across a season is building on each one. The second block benefits from what the first one taught. The team develops not just in the specific area being addressed but in its capacity to absorb new patterns and execute them under pressure. That compounding effect is what separates teams that improve steadily across a season from teams that plateau after an early burst.
Overcoming Challenges
The Pressure to See Results Immediately
The biggest threat to a Design Thinking cycle in coaching is external pressure to show improvement after one or two matches. Parents, club officials, and sometimes the players themselves expect visible results quickly. The coach who has committed to a four to six week block needs to be able to articulate why the timeline is what it is, and why changing direction after a bad result halfway through the block would undermine the entire process.
Defining the Problem Too Broadly
Coaches who skip the Define stage properly tend to build training blocks that try to fix too many things at once. A block that addresses conversion, defensive shape, pressing triggers, and set pieces simultaneously is not a Design Thinking cycle. It is a general training program. The discipline of the framework is choosing one well-defined problem and building the entire block around it.
Knowing When the Problem Definition Was Wrong
Sometimes the data after the block does not move in the expected direction, not because the training was poor but because the problem was misidentified in the Define stage. A coach who addressed movement in the final third but whose conversion numbers remain low may find on closer examination that the real issue was the quality of delivery from wide areas rather than the runs being made. Returning to the Define stage with that new information and building a second block is not a failure. It is the process working exactly as it is designed to.
Observation Is Not Enough on Its Own
Every experienced soccer coach is already a skilled observer. Watching a match with a trained eye, tracking patterns, noticing what the numbers reveal. These are things good coaches do without being told to. Design Thinking does not teach coaches to observe better. It gives them a structure to act on what they observe in a way that is deliberate, patient, and measurable.
The coach who watches twelve shots produce one goal and immediately runs finishing drills on Monday is reacting. The coach who watches the same match, gathers the same data, asks what the numbers are actually telling them, defines the real problem, builds a six week block to address it, and measures the outcome across the following month is designing. One approach produces short-term activity. The other produces long-term improvement.
That difference is what Design Thinking is built on, and it is why the framework belongs in every serious coach's planning toolkit.
Resources
Get Started with Design Thinking. Stanford d.school, Stanford University. The official starting point for Design Thinking from the institution that formalized the five-stage framework. Stanford's d.school is the primary academic home of Design Thinking and this page provides access to the core tools and methods used to teach the Empathise, Define, Ideate, Prototype, and Test cycle.
Design Thinking Bootleg. Stanford d.school, Stanford University. A freely downloadable deck of cards from Stanford covering the five modes of Design Thinking in practical detail, with tangible examples of each stage in action. The resource the d.school uses to introduce the framework to practitioners across every sector.
Vos, S. et al. (2022). Co-Operative Design of a Coach Dashboard for Training Monitoring and Feedback. Sensors, PubMed Central (NIH). A peer-reviewed open-access study in which researchers applied the full five-stage Design Thinking process to develop a coaching tool for elite sport, working directly with coaches through the empathise, define, ideate, prototype, and test cycle, demonstrating how the framework operates in a real coaching context.
Robertson, S. & Woods, C.T. (2021). Learning by Design: What Sports Coaches Can Learn from Video Game Designs. Sports Medicine Open, PubMed Central (NIH). A peer-reviewed open-access paper arguing that coaches should function as designers of practice environments rather than instructors, drawing on interdisciplinary principles to show how deliberately designed sessions produce better athlete learning outcomes than traditional drill-based approaches.
Bergmann, F. et al. (2021). Perceptual-Motor and Perceptual-Cognitive Skill Acquisition in Soccer: A Systematic Review on the Influence of Practice Design and Coaching Behavior. Frontiers in Psychology, PubMed Central (NIH). A peer-reviewed systematic review of how practice design and coaching behavior in soccer shape skill acquisition, providing the research foundation for why the design of training sessions, not just their content, determines how effectively players learn and improve.
© 2026. All rights reserved.
Smart Coaching Systems Pty Ltd | 81-83 Campbell St, Surry Hills NSW, 2010 | ABN: 48 670 375 443