A design sprint is a five-phase framework that helps answer critical business questions through rapid prototyping and user testing. Sprints let your team reach clearly defined goals and deliverables and gain key learnings, quickly. The process helps spark innovation, encourage user-centered thinking, align your team under a shared vision, and get you to product launch faster.
3. WHAT’S A DESIGN
SPRINT ?
A design sprint is a five-phase framework that helps answer critical business
questions through rapid prototyping and user testing. Sprints let your team reach
clearly defined goals and deliverables and gain key learnings, quickly. The
process helps spark innovation, encourage user-centered thinking, align your
team under a shared vision, and get you to product launch faster.
4. The Sprint Framework:
Where Does It
Come From?
The Google design sprint framework was created in 2010. Over the years,
working alongside Google Ventures, we've studied and tested 300 different
business strategy, design thinking, and user research methods from places like
IDEO and Stanford d.school. We took the most effective ones and evolved them,
arranging them into a framework that supports both divergent thinking (creative
brainstorming that results in multiple possible solutions) and convergent
thinking (using defined, logical steps to arrive at one solution). The methodology
has evolved over time and continues to be refined and tested.
7. DESIGN
SPRINTThe Sprint give teams a shotcut to
learning without building and
launching
1
2
3
4
Build
Idea Launch
Learn
8. THE CHALLENGE
What is our Goal for Today ?
• What will solve this challenge ?
• For whom we are designing solution ?
• Why is it Important ?
WE WANT TO
BY TO
SO THEY CAN
CHALLENGE QUESTION
THIS (PRODUCT NAME) LAUNCH (WHEN)
Improve our guest experience
Offering them customization services
Their comfortability
improve
Relax,unwind, and enjoy
Exquisite gastronomic experiences.
WITH THE (PRODUCT NAME)
9. COLLECT OR CONDUCT
USER RESEARCH
If you are working on a completely new idea or
project, it can be really helpful to do exploratory
research in advance of holding your Sprint
Type of research :
• Participant Observation
• User Interview
• Survey
• Diary Study
10. People Included :
• UX Designer
• User Researcher
• Product Manager
• Engineer
• UX Writer
ASSEMBLE YOUR
SPRINT TEAM
The value of a Sprint comes from bringing together a
cross-functional team to collaborate together physically
in person. The ideal working size is 5-7 people per team.
If you have a larger team you can break up into smaller
groups
*Don’t forget to choose decider
11. DAY 1 :
UNDERSTAND
During the Understand phase, your team comes together
to explore the business problem from all angles. You’ll
create shared knowledge and essentially unite under a
shared brain.
12. THE ”HOW
MIGHT WE”
NOTE TAKING
METHOD
The “How Might We” or HMW method is
common in Design Thinking practice and
you may have even done a version of it
before
For example :
“How might we use streamlined onboarding to decrease app
uninstalls?”
Time : Throughout Lightning Talks
13. LIGHTNING
TALKS
Invite team members and external
knowledge experts to be speakers. Having
key team members hold lightning talks
gives people a voice and a chance to share
their expertise
Each Lighting Talk should last anywhere from 10 to 15 minutes.
Topics could include:
• Project Vision and Business Goals
• User Research and User Journeys
• Existing Product Audit
• Design Evolution
• Competitive Overview
• Technical opportunities or the Technological Frontier
14. HMW SHARING
AND AFFINITY
MAPPING
Once you’ve finished with Lightning Talks, it’s time
for everyone to share their HMW sticky notes.
During this sharing session, you’ll begin to do
affinity mapping, which means grouping team
members’ notes by common themes or categories.
Time : 3 Minutes
15. HMW VOTING
After you’ve finished the sharing session and
defined useful categories, the team will vote on
which opportunities they feel are most important.
The main goal of voting is to eliminate far-fetched
areas that won’t benefit your users.
Time: 10 min
Each team member gets 3 votes, represented by
dots that they will add to the sticky notes they like.
16. USER JOURNEY
MAPPING
User Journey Mapping Can Help you
to identify and understand your users
If you have a lot of stakeholders or
players involved in your business
problem, you may need to create
multiple journey maps.
17. USER
INTERVIEWS
User Interview can help you to
understand people to :
• Know about their experiences using the
product.
• their likes and dislikes.
• elicit user stories rather than yes or no
responses.
18. EMPATHY BUILDING
EXCERSICES
Empathy Building Exercises help your team get
further into the user’s mindset. An example of an
Empathy Building Exercise is having the team
use your product to complete a critical task in a
simulated environment that most closely
resembles the environment that your users will be
completing the tasks in.
Time: 30 min
Activity: Small teams
• Choose a critical task for your product.
• Set aside 30 min.
• Break into teams of 2 or 3 people.
• Complete the task and record observations.
• Share back observations with the larger group.
19. SUCCESS METRICS
To problem solve effectively together, you must
create a shared understanding of what success
looks like for your project or product. You might
already have a set way of measuring this.
Time: 20 min
Activity: Small teams
• GOAL: Start by thinking about the big picture: What are you trying to help
users do? What problem are you trying to solve?
• SIGNAL: Next, consider what change in user behavior or opinion would
indicate you’ve been successful in your goals. There may be multiple signals
for each of your goals.
• METRIC: Finally, determine how to measure the size of any change in user
behavior or opinion. This could be through surveys or logs analysis.
Example: ADOPTION : Goal -> Users start using “smart pay” to pay
their bills Signal -> User clicks on the action to pay Metric ->
Proportion of clicks on action to pay that result in a paid bill
20. DAY 2:
SKETCH
During the sketch phase, individual team
members are given the time and space to
brainstorm solutions on their own.
21. CRAZY 8’s
Crazy 8’s is a core sprint method. It’s a fast
sketching exercise that challenges people to sketch
8 ideas in 8 minutes (not 8 variations of one idea or
8 steps of one idea, but 8 distinct ideas). The goal is
to push beyond your first idea, which is frequently
not the most innovative, and generate a wide
variety of solutions to your challenge.
Time: 8 min
Activity: Individual
• Take your paper and fold it into 8 sections.
• Set the timer for 8 minutes.
• Each team member sketches one idea in each rectangle.
• When the timer goes off, put your pens down.
22. CRAZY 8’S SHARING
& VOTING
time for each team member to share the ideas they
have generated and discuss with the group. In
order to not get bogged down, give each sprinter
roughly 3 minutes to present. If they risk running
long, let them know. Keep it moving.
Time: 3 minutes per person to present, 10 min to vote
Activity: Group
• Pin up each sprinter’s sketches on a wall or whiteboard one at a time so
everyone can see them clearly.
• Each person has 3 minutes to talk through the ideas they generated and
answer any questions other teammates may have.
• Give each team member 3 votes.
• The team will have 10 minutes to indicate the 3 most compelling ideas by
voting on the specific sketches (not the entire paper).
• It is ok to vote for your own, it is also ok to put all 3 dots on one idea if you
think that idea is truly the most valuable to pursue.
28. DAY 5:
VALIDATE YOUR IDEA
The Validate phase is the Design Sprint moment of
truth. Your team will finally get to see live users
interact with their ideas and hear direct feedback
from your target audience.