design sprints: practical mechanics · design sprint ground rules: 1. the facilitator is in charge...
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Design Sprints:Practical Mechanics
First things first...
What is goal of a Design Sprint?
Design Sprints are primarily about learning, alignmentand goal definition.
And we’re gonnabuild & test a realistic prototypein 5 days.
And we’re gonnabuild & test a realistic prototypein 5 days.
seriously.
We won’t solve everything in a week.
And we shouldn’t expect to.
We’ll either win, or we’ll learn.
Design Sprint ground rules:
1. The Facilitator is in charge of the schedule.
2. The Decider makes all tough decisions.
3. Choose up to 7 sprinters based on what you’re solving for.
4. No devices in the room.
5. Commit or Quit.
Let’s do this.
Preview of the sprint:
Nobody knows everything, so we’ll share info.
Ask the experts
Talk to one person at a time and take “How Might We” notes.
Make a map
This will be a simple diagram with around 5-15 steps.
Pick a target
Choose a customer and a focus on the map.
Group brainstorms don’t work, so you’ll sketch alone.
Sketch
The process goes step-by-step to make it easy.
Your sketches will look like this:
Just kidding.More like this:
We’ll make fast decisions without groupthink or sales pitches.
Sticky decision
Choose the best sketches with silent review and structured critique.
Turn the winning sketches into a storyboard:
Before After
A realistic facade is all we need to learn from customers.
5 customer interviews are enough to reveal big patterns.
Interview 5 customers, 1:1.
Team watches from other room.
At the end of the sprint, we’ll know what to do next.
(Often, it will be to fix the prototype and test it again.)