The 5-day Design Sprint process provides teams a structured approach to answering critical business questions. In the first day, teams map out the challenge by defining a long-term goal and target audience. On the second day, teams sketch rapid ideas and variations. The third day has teams vote on the best ideas to prototype. A prototype is created on the fourth day for user testing on the fifth day. This process gives teams a fast way to learn from users without fully building and launching a product.
5. Why do a Design Sprint?
1. Get User Feedback Before It’s Too Late
2. Visibility & Alignment
3. Create an Innovative Culture
4. Less Risk, More Speed
11. 1. Map
● Structured discussions to create a path for the sprint
week.
● Start at the end & agree to a long-term goal.
● You’ll make a map of the challenge.
● Ask the experts at your company to share what they
know.
● Finally, you’ll pick a target: an ambitious but manageable
piece of the problem that you can solve in one week.
12. Why are we doing this project?
Where do we want to be six months, a year, or even five
years from now?
What needs to be done to reach that our long-term goal?
What could be possible failures?
What could cause those possible failures?
15. How to frame “How Might/Can We…” Questions
● Write in all caps with a marker.
● Only one question per sticky note.
● Questions should NOT be too broad or narrow.
16. Let’s make a map :
● List the possible users
● Write the ending
● Map each user’s journey
17. 2. Sketch
● Each person will sketch,
following a four-step process
that emphasizes critical
thinking over artistry.
● Lastly everyone votes and the
best of these sketches will
form the plan for your
prototype and test.
18. The 4 Step Sketch Process
1. Notes : Gather Key
Info/Inspiration
2. Ideas : Doodle Rough Solution
3. Crazy 8’s : Try Rapid Variations
4. Solution Sketch : Figure out the
details
19. 3. Decide
Collectively as a team,
vote for the ideas you
think work the best.
The ideas with the
highest votes would
make your final
prototype.
20. 4. Prototype
Clean up the final wireframes
and create a prototype. That
will be used for testing.
21. 5. Testing
Time to check whether
users are able to
understand and use what
you’ve created.