Studio Matrx Monthly · Volume 1 · Issue 1 · June 2026
Amogh N P
 In loving memory of Amogh N P — Architect · Designer · Visionary 
Studio Matrx Academy
Design thinking in an Indian design studio

A 32-lesson studio course · students & practising designers

Design Thinking in Architecture & Interior Design

Futuristic by behaviour, not by chrome.

A 32-lesson studio course that replaces the lone-genius myth with a process you can run: empathise with the inhabitant, define the real problem, ideate spatial options, prototype to make ideas testable, and test to close the loop — grounded in Indian homes, bodies and culture.

Written for architecture and interior-design students and for practising designers sharpening the method — every lesson carries a “go deeper, for practitioners” track.

Start lesson 0.1 32 lessons 7 modules

Take it with you

Workbook (PDF)All 32 Try-it exercises and carry-forward prompts, with writing space.
Slide deck (PPTX)The course and its seven modules, ready to teach or present.

The syllabus

Seven modules — orientation, the five-mode loop, and a full capstone.

Module 0

Orientation

Why process beats inspiration — the myth of the eureka architect, the vocabulary, the history, and the five-mode loop reframed for space.

  1. 0.1The myth of the eureka architectWhy process beats inspiration
  2. 0.2Three words people mix upDesign thinking vs the design process vs design methods
  3. 0.3Where this came fromBauhaus to Simon to IDEO, and the vernacular that did it first
  4. 0.4The five-mode loop, reframed for spaceAnd why it's a loop, not a line
Module 1

Empathise — reading the inhabitant

Empathise — read the inhabitant beneath the brief: the five whys, day-in-the-life maps, spatial and cultural empathy, and the persona.

  1. 1.1The brief is a lieWhat clients say vs what they actually need
  2. 1.2Getting below the waterlineShadowing, the day-in-the-life map, and contextual interviews
  3. 1.3Spatial empathyErgonomics, anthropometrics, and the Indian body
  4. 1.4Cultural empathyPooja orientation, joint-family hierarchy, gendered kitchen logic, and zones
  5. 1.5Building the persona and the empathy mapTurning a pile of notes into something you can design from
Module 2

Define — framing the right problem

Define — frame the right problem: the point-of-view statement, How Might We, constraints as fuel, and the rewritten brief.

  1. 2.1The Point-of-View statementTurning a deeply understood person into one sharp, solvable problem
  2. 2.2How Might WeTurning problems into open doors
  3. 2.3Constraints as creative fuelWhy limits make design possible, not impossible
  4. 2.4The design brief, rewrittenFrom a client's wish-list to a designer's working document
Module 3

Ideate — generating spatial options

Ideate — generate spatial options: divergence first, bubble diagrams and parti, analogical thinking, sketch-thinking, and selecting.

  1. 3.1Divergence before convergenceWhy your first idea is a trap
  2. 3.2Ideation methodsBubble diagrams, zoning, parti sketches, and SCAMPER for space
  3. 3.3Analogical thinkingBorrowing from boats, beehives, and stepwells
  4. 3.4Sketch-thinkingThe hand as a thinking tool
  5. 3.5Selecting and combiningDot-voting and the desirability–feasibility–viability triangle
Module 4

Prototype — making the idea testable

Prototype — make the idea testable: the fidelity ladder, foam massing, digital models, role-play and the 1:1 mock-up.

  1. 4.1The fidelity ladderFrom napkin sketch to walkthrough — and why you climb slowly
  2. 4.2Physical prototypingFoam-board massing and paper floor plans at 1:50
  3. 4.3Digital prototypingSoftware massing, and AI concept generation as rapid prototyping
  4. 4.4Material and light prototypingSample boards, mockup corners, and daylight studies
  5. 4.5Cost as a prototype variableGood, better, best — and the budget logic that lets a client choose
Module 5

Test & Iterate — closing the loop

Test and iterate — close the loop: walkthroughs, reading feedback, the redesign, and knowing when to stop.

  1. 5.1Walkthrough testingMoving an inhabitant through a space that doesn't exist yet
  2. 5.2Feedback that's useful vs feedback that's noiseHearing the signal in what people say about your design
  3. 5.3Stress-testing for Indian realityMonsoon, dust, power cuts, ageing knees, and resale
  4. 5.4Iteration disciplineVersioning, and knowing what to change and what to hold
  5. 5.5When to stop'Good enough' and the cost of over-design
Module 6

Capstone — a full design-thinking project

Capstone — run a full design-thinking project end to end, from a real brief to a tested, defended proposal.

  1. 6.1The live briefRunning the whole loop, for real, all at once
  2. 6.2Running the modes end-to-endEmpathise, Define, Ideate on the live brief
  3. 6.3Prototype, test, and iterateClosing the loop on the live brief
  4. 6.4Final concept pack and reflectionDelivering the work — and the loop that never ends