The document describes the Design Sprint process, which is a time-boxed framework for solving problems through understanding, diverging, building, and testing solutions over the course of a sprint. It provides examples of exercises used in each phase, such as empathy mapping to understand users, storyboarding and prototyping to generate and refine ideas, and assumption mapping to test prototypes and gather feedback. The goal is to increase the chances of creating solutions that people want by involving the team in collaborative problem solving and rapid iteration.
2. CEO OF FRESH TILLED SOIL
700+ DIGITAL PRODUCTS
CO-AUTHOR OF DESIGN SPRINT
AUTHOR OF DESIGN LEADERSHIP
CO-AUTHOR OF PRODUCT LEADERSHIP
RICHARD BANFIELD
4. A DESIGN SPRINT IS A FLEXIBLE TIME-BOXED
PROBLEM SOLVING FRAMEWORK THAT
INCREASES THE CHANCES OF MAKING
SOMETHING PEOPLE WANT
WHAT IS A DESIGN SPRINT?
6. ANYTIME USER VALIDATION IS REQUIRED
WHEN YOU DON’T HAVE ENOUGH DATA
WHEN THERE ARE ASSUMPTIONS
WHEN YOU ENTER NEW MARKETS
WHEN YOU DESIGN SOMETHING NEW
WHEN YOU WANT TO AVOID POLITICS
WHEN IS A DESIGN SPRINT USED
10. WHAT IS THE VALUE OF THE DESIGN SPRINT
ACCURATELY FRAME THE PROBLEM
11. WHAT IS THE VALUE
WHY IS THE HEADLINE ALWAYS SOMETHING
LIKE ‘MILLENNIALS AREN’T BUYING FABRIC
SOFTENER’ RATHER THAN ‘P&G FAILS TO
ADAPT TO NEW MARKET’?
ALYSSA SMITH
MILLENNIAL CONSUMER
22. USING A SERIES OF EXERCISES WE WILL
BUILD A FOUNDATION OF UNDERSTANDING
OF THE PROBLEM WE NEED TO SOLVE.
WHY?
UNDERSTAND
23. GOAL: FOSTER CLIENT
LOYALTY
$$$
BUY EXPENSIVE
LOYALTY SOLUTION?
Points Program
lots of money & 00/100
DESIGN SPRINT:
LOYALTY IDEATION
TESTED MULTIPLE
PROTOTYPES
1 2 3
RANDOM ACTS OF
KINDNESS > POINTS
SAVE $, HAND WRITTEN
NOTES
just
because
SOLVING THE WRONG PROBLEM
24. WHAT PROBLEM WOULD YOU LIKE TO SOLVE
TODAY?
WORK IN GROUPS.
UNDERSTAND YOUR PROBLEM
26. BACKGROUND
GOALS & ANTI-GOAL
EXISTING PRODUCT, COMPETITORS, AND SUBSTITUTES
FACTS AND ASSUMPTIONS
DEFINE THE PROBLEM
PROBLEM STATEMENT
CHALLENGE MAP(S)
KNOW THE USER
WHO / DO
PERSONAS
USER JOURNEY MAP
UNDERSTAND
37. ORGANIZING AND PRIORITIZING
SELECT THE ASSUMPTIONS THAT POSE THE
HIGHEST RISK IF THEY ARE FOUND TO BE
INCORRECT.
THEN PRIORITIZE THOSE ASSUMPTIONS
USING EITHER THE DOT VOTE OR MONEY
VOTE OPTIONS.
49. PROBLEM STATEMENTS
WE HAVE OBSERVED THAT [PRODUCT/
SERVICE/ORGANIZATION] ISN’T MEETING
[THESE GOALS/NEEDS], WHICH IS CAUSING
[THIS ADVERSE EFFECT].
53. NOW WE WIDEN THE LENS AND GENERATE
POSSIBLE SOLUTIONS TO THE PROBLEM.
THE OBJECTIVE IS TO GENERATE AS MANY
IDEAS AS POSSIBLE. YOU’LL WORK
INDEPENDENTLY AND IN GROUPS TO
MAXIMIZE YOUR POWERS OF IDEATION.
DIVERGE
65. WE MAKE HARD CHOICES AND PICK A SINGLE
DIRECTION TO PROTOTYPE AND TEST.
YOU’LL FOCUS ON HAVING THE RIGHT (AND
SOMETIMES DIFFICULT) CONVERSATIONS
ABOUT HOW YOU CAN SOLVE YOUR CHOSEN
PROBLEM.
CONVERGE
66. SHARE YOUR IDEAS AND DISCUSS WITH THE
ENTIRE GROUP.
REMEMBER: TOUGH ON IDEAS, GENTLE ON
PEOPLE.
SKETCHING
67. EACH PERSON TAKES TURNS IN PRESENTING
THEIR IDEA TO THE REST OF THE TEAM.
LISTENING TEAM MEMBERS PROVIDE
FEEDBACK. PRESENTER TAKES NOTES.
REPEAT UNTIL EACH MEMBER HAS GONE.
RITUAL DISCENT
74. PRODUCT PROTOTYPES ARE LIVING
VERSIONS OF YOUR IDEAS.
PROTOTYPES DON'T HAVE TO BE PERFECT,
BUT SHOULD PROVIDE ENOUGH DETAIL TO
ADEQUATELY TEST YOUR ASSUMPTIONS
WITH USERS OTHER THAN YOURSELVES.
BUILD
75. AS A TEAM, CREATE A MULTI-STEP PROTOTYPE
OF YOUR SOLUTION.
BUILD WITH THE INTERVIEW IN MIND
(DRAW, VIDEO, ROLE PLAYING, ETC.)
PROTOTYPING
82. AS A TEAM CREATE 3 QUESTIONS TO ASK
DURING THE PROTOTYPE TEST.
DETERMINE WHICH QUESTIONS WILL GET
ASKED BEFORE THE PROTOTYPE IS SHOWN
(UNBIASED), DURING THE PROTOTYPE
(CONNECTED TO A FEATURE), OR AFTER
(WRAP UP)
QUESTION FORMULATION
91. YOUR USERS AND/OR CUSTOMERS ARE THE
ONES WHO WILL GIVE YOU THE BEST
FEEDBACK.
GO BEYOND THE VERBAL FEEDBACK AND
ALSO OBSERVE BEHAVIORS, BODY
LANGUAGE, AND EMOTIONS.
TEST
92. ASK WHEN AND HOW QUESTIONS?
SAY “TELL ME MORE?”
DON’T ASK YES & NO QUESTIONS
DON’T ASK LEADING QUESTIONS
ALLOW FOR SILENCES
INTERVIEWING
93. PAIR UP WITH ANOTHER TEAM
ONE TEAM PRESENTS AND THE OTHER TEAM
ASKS QUESTIONS
SWITCH TEAMS AND REPEAT
INTERVIEWING EXERCISE
100. Hopes & Fears
Goal & Anti-Goal
Who / Do
Persona Design
User Journey Map
Experience Map
Problem Reframe
Daily Retrospective
Pitch Practice
Parking Lot
Job-Stories
Challenge Map
Mind Map
Silent Critique
$100 Test
Service Blueprint
Sprint Debrief
101. "Who knew our account managers would
have such great ideas for our product?
They generated more than half the ideas
we came up with, including the idea we
prototyped. I’d never have tapped into
them if we hadn’t done this.”
Dan Koziak
CXO OF PROMOBOXX
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