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Design Sprints

An Introduction
Introduction
Its no longer enough to release a well-designed, perfectly usa-
ble product. Google, Facebook, Airbnb, Uber and even one or
two non-US companies can churn out a polished, high qual-
ity product whenever they want at this point. Good UX and
UI design are a given. Now that software design and develop-
ment processes have been so well refined the problem turns
to finding the right product.
The right product is the product that delivers the most value for your customer
while meeting your business goals. To find out if you have really created some-
thing valuable, you need to see customers using it as fast as possible.

The Design Sprint is a pragmatic method for cutting through the crap and gain-
ing the momentum needed to bring products to your customers without wasting
weeks, months or even years building the wrong thing. It allows you to fast-for-
ward to a future where your product exists and you can see your customers reac-
tions without making any expensive commitments.
MODULE 1

Learn & Define


In the first section of the workshop we will attempt to define
what the challenges are, who these challenges affect and which
part of the broader challenge we will solve in the first week.
Here we lay the groundwork for decision-making and concept
creation later in the day.
Ask the Expert & How Might We
Using the How Might We method developed by Procter and Gamble, we interview
the expert, or the person or people in the room with the most knowledge about the
challenges at hand. We write the How Might We notes to standardise the note-tak-
ing process so that everyones notes look the same and ensure we dont restrict the
solution space but pose broad questions to general problems. We then vote on the
most important challenges to solve, giving the Decider extra votes.

Voting Rules

The Decider gets 4 dots


Team Members get 2 dots

More about How Might We: http://www.designkit.org/methods/3


Sprint goal and questions
Defining the Sprint Goal and Sprint Questions are like building the foundation for the
sprint. We want to clearly define and agree on an over-arching goal for the sprint along
with 3 key questions we want the prototype to answer. Here we once again refer the
the top voted How Might We challenges to create the questions.

Map & Make the target


Once we know the key challenges we want to solve and who we think we might be
solving them for, we create a simple map showing the story of the users journey
through the hypothetical product. We then take the top voted How Might We chal-
lenges, add them to the map and select a target are to focus the prototype on.

Lean Persona - Optional Excercise


Creating a Lean Persona allows us to generally agree on our perceived target audi-
ence or audiences. We are aware that this lean persona will change over time but use
this assumption based version as a guide for decision making.

Read more about Lean Persona creation here: https://leansteps.wordpress.


com/11-2/step-1-customer-segment/persona/
Alternative to Lean Personas: https://strategyn.com/jobs-to-be-done/jobs-
to-be-done-theory/
MODULE 2

Ideate
Now that weve created a canvas to guide us through the rest of
the week, we can begin ideation and solution building. We do
not rely on creativity to get us through this part of the Sprint
as creativity can be a fickle, unrepeatable thing. We rely instead
on proven techniques for solution and idea production. The first
half of the ideation section is all about quantity, we dont wor-
ry about having good solutions, just lots of solutions. We later
curate the ideas we like.

Applied User Story Mapping - Optional Excercise


We start with Applied User Story Mapping, a modified version of User Story Map-
ping developed in-house at AJ&Smart. We use our basic knowledge about who we
are designing for to create a timeline which we use as a basis for coming up with
solutions in the context of the users day. We aim to produce potentially 100s of
ideas, then use voting to curate down to a dozen or so interesting ideas. We simply
leave these ideas stuck to the wall for later use.

Voting Rules:
All Team Members get 12 dots
Read more about Applied User Story Mapping: https://blog.ajsmart.com/
the-framework-for-brainstorming-anything-69371eb6f9ac

Live Demos
Each team member now has 15 minutes to find interesting and relevant examples
which could be used as inspiration for the sprint. These examples dont have to
come from the industry they are solving the problem for. They can also come from
completely different companies that have approached similar challenges. Each
team member should have at least 3 examples to present to the rest of the group.

4-part-sketching
Now the time has come to put solutions on paper. Each team member will work
alone on creating a detailed concept for the challenge the team is trying to solve.We
dont just jump straight into sketching and have a clear 4-part sketching process
which helps ease even the sketching haters into it. By the end of the sketching ses-
sion, each team member will give the moderator one concept to stick on the wall to
be viewed in the Art Gallery the next morning. We do not recommend voting at
this time of the day as your decision making abilities will be very impaired.

0. Optional warm-up: 30 circles


1. Note taking: last results, checking the sprint question
2. Doodling
3. Crazy Eights
4. 3-step concept sketch

Remember, your concept needs to be understandable by someone who isnt


you! You will not be presenting this sketch tomorrow!
MODULE 3

Decide
Now that the heavy lifting has been completed on the concept
side, its time to make some decisions about what exactly to
prototype. We will continue the Together Alone work meth-
od from day one to avoid getting lost in useless conversations.
3 rounds of voting will help team members to narrow down
the concepts and allow them to move onto the Storyboarding
session where the final prototype is defined.
Sketch Voting
Voting takes place over 3 rounds. In round 1 every team member silently reads through
the concepts while sticking dots on the ideas they find interesting. In this round every
team member has an infinite amount of dots. As we are not talking, if any team mem-
ber has a question about a concept, simply write it on a postit and stick it underneath
the concept. Once round 1 is finished, the moderator will read through each concept
one by one focussing on the areas with the most dots. If a concept has any questions
attached, the creator of the concept now has the chance to explain.

In round 2 each member gets a large dot with their initials written on it. Each
member now has time to decide one which one idea or full concept they will vote
for. No discussion please! Once the time is up, everyone sticks the dots on at the
same time so nobody is influenced. Each member now has the chance to explain
why they voted.

Round 3 is for the decider(s) only. The decider now has the final say which con-
cepts should be prototyped. The decider receives 2 large dots and can place both
on one or two concepts. If the decider places both dots on one concept, its simple,
this is the one to prototype. If he places them on 2, the decider must decide wheth-
er to combine the concepts into one prototype or make two smaller prototypes for
testing and put them head to head.

Voting Rules:
Round 1: All members infinite dots
Round 2: All members 1 dot with initials
Round 3: Only Decider 2 dots
Additional exercises to narrow down the target:
Effort/Impact Quadrants: http://www.innovationgames.com/impact-ef-
fort-matrix/
Lean Change Options: http://leanchange.org/wp-content/uploads/2015/09/
LCM-OptionsBoard.pdf
HBR Innovation Matrix: https://hbr.org/2012/05/a-simple-tool-you-need-to-mana
3 strategic circles: https://hbr.org/2007/11/strategic-insight-in-three-circles
MODULE 4

Synthesize
Its time to bring everything together now and create a story-
board of exactly what we are going to prototype. This is no
place for being vague, we will draw out a step-by-step guide of
exactly what happens in the prototype, exactly what it looks
like and how things happen. This part of the sprint can often
be one of the most brain-draining, but once youre done youll
see its also extremely important.

Storyboarding

An Artist is chosen from the team to be the person translating what everyone
is saying into images. This person is responsible for drawing the storyboard. The
artist does not need to be amazing at sketching but should be constantly attentive.
The artist first draws about 15 empty rectangles or squares depending on what type
of prototype you will have.

The moderator must now work very hard to keep team members on track with
the Sprint Goals and the target. Remember, no matter how much fun it might be
to prototype something outside of the Sprint questions and the target this can
easily throw the entire Sprint off track!
MODULE 5

Prototype
Weve made some tough decisions and now have a clear idea
what we want to test. Its time to build our prototype! The
storyboard makes it absolutely clear what our prototype has
to achieve. It probably sounds crazy, but its perfectly possible
to build a viable prototype you can test with in just 7 hours.
Prototypes are disposable!

Dont fall in love in with your prototype. Its an entirely disposable artifact and its
only purpose it to test your assumptions. The likelihood of finding out that large
parts of your prototype have to be changed, scrapped or redefined is very high.

Stick to the storyboard

You might be tempted to add more stuff to your prototype, but dont give in! Every
step until here had the purpose to circle in on a target, so dont lose focus now.
Stick to your plan, test your assumptions, and learn.

The Goldilocks Quality

The ideal prototype looks just real enough, a little bit like a movie set. You want
testers to interact with it like a real product and make them forget its just a facade.
Luckily, there are dozens of tools that can help you put together high-fidelity pro-
totypes in a very short amount of time.

Divide and conquer.

Even if only one of your team members is building the prototype, everybody can
help: While your designers are building screens, help them out by writing copy
and collecting images
MODULE 6

Testing
Now that youve created your prototype, it is time to test all
your assumptions and find answers to your sprint questions.
There is no way to skip this step, this is what youve been
working for so hard this week: real life feedback from people
not familiar with your product. If you want to learn to iterate
and improve this has to happen. Really!
You should have been busy organizing testers since Tuesday and should have
about 5 appointments with people fitting your target audience lined up. As your
prototype gets more refined from week to week, you can expand on your testers,
but for the quick and raw results, 5 initial testers are fine.

More about this under https://www.nngroup.com/articles/why-you-only-


need-to-test-with-5-users/

The test itself is simple: Have a dedicated person from your sprint group demon-
strate the prototype and two more people taking notes. Focus the notetaking on
the positive and negative remarks from the user.

After onboarding the user, have her use the prototype and narrate how she is using
it, what works, what she expects to happen, what really happens. Take notes all
the time (ABC: Always Be Capturing)! Focus on the sections of the test, where
you get answers regarding your sprint questions and hypothesis.

Capturing demographic information from the user is less important, rather have
her tell you about how she is, at the moment, solving the problems and doing the
tasks your prototype tries to help her with. An open conversation at the end of the
test usually brings many insights as the user relaxed as lets her thought roam.
MODULE 7

Relearn & Iterate


After all the tests, cluster the notes from each test and find
common similarities in the feedback from all the users. Ag-
gregate insights and come to a conclusion with regard to your
sprint questions, collect ideas on how to improve the proto-
type or weather to pivot to a different solution or question for
the next sprint. Iterate.

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