DesignSprintMethods PDF
DesignSprintMethods PDF
Welcome!
Design matters. Speed matters. What if we could
have both? In this handbook, we have collected
industry best practices that allow teams to run
design sprints: rapid prototyping and testing
sessions. The best practices will be familiar to UX
experts from fields such as Agile, Design Thinking
and Gamestorming. At the same time, we hope the
practices are easy to adapt to teams who are just
beginning their design practice.
We hope you enjoy this book, and that it inspires
you to create fun and productive sprints for your
team.
Nadya Direkova
& the Google Sprint Masters
Mountain View, March 2015
Define challenge
Timeline to launch
Invite the team
Schedule lightning talks
Schedule user testing
Prepare a facilitators deck
Prepare the room
Sprint Challenge
Statement
Before the sprint starts, the Sprint
Master has to select the key
challenge for the team. This will
drive all the work and testing. A
good challenge statement is:
1
Relevant
Tied to the team goals
Concise
Deliverables
Inspiring
Designer
Prototyper
Designer
Sprint Master
Engineer
Researcher
Sprint Methods
Understand:
What are the user needs, business need and technology capacities?
Define
What is the key strategy and focus?
Diverge
How might we explore as many ideas as possible?
Decide
Select the best ideas so far.
Prototype
Create an artifact that allows to test the ideas with users.
Validate
Test the ideas with users, business stakeholders and technical experts.
Understand Methods
Lightning talks on business goals
Lightning talks on technology capacities today and over time
User interviews
Visiting users in the field where the product is used
Stakeholder map
Competitive overview
+ more
Understand Methods
360 lightning talks on business goals, technology and user research
User interviews
Visiting users in the field where the product is used
Stakeholder map
Competitive overview
Summarize the learnings
360 degree
lightning talks
Lightning talks allow the sprint team
to understand the problem from
many different points of view.
The talks should include
Technical capacities
and challenges / 5 min
Competitive overview
What other products and services
can inspire the team work? A brief
review of 3-10 similar projects can
be a great way to kick start the
sprint.
For example, if a team is working on
a online store experience, they
might want to visit the sites, such as
Google Play and list what they like
and dislike.
User interviews
Users are the ultimate judges of
whether a product is good or not.
This is why its a great idea to start a
sprint by finding and interviewing
users.
The user interviews should include
questions about how users use a
particular product, and what they
like and dislike about it.
When designing a new product, the
interviews can focus on what
alternative ways users employ to
solve their problem.
Field visits
In some cases, interviews by
themselves are less useful than
visiting users in the context where
they use the product.
For example, if making a product for
technical support teams, its useful
to visit the offices where they work
and the space where they meet
clients.
Field visits include all the best
practices of a user interview, but
additionally allow the team to
understand the context.
Stakeholder map
Products and services often have
multiple types of people they are
designed for. The stakeholder map
lists all the possible people
concerned in a situation.
30 minute how-to
1
Medical team
Support groups
Doctors
Nurses
ER
Online
In person
Patient
Summarize the
learnings and first ideas
Its useful to conclude the
Understand section by sharing the
first set of ideas and insights people
generate.
Use sticky notes to share the ideas,
and group them into themes. Vote
on the best ideas, the ones that bring
the most insight and should be
pursued. This exercise is a first
check and not a final decision on a
direction. The team will continue to
learn and decide in the later stages,
so nothing at this point is final.
For more information, read more
about the How might we? method
attributed to by IDEO and described
a number of articles online.
Define Methods
User journeys
Design principles
First tweet
The central
User Journey
The define stage of the sprint is
about breaking down the ideas into
meaningful categories and defining
strategies.
One of the ways to do that is to
create a user journey: a map that
lists all the stages that someone
goes through from learning about
the product to becoming an expert
user.
Discovery
First time use
Return use
Expert use
Defining design
principles
What 3 words would you like for
users to describe your product? For
some products, its important that
users find them easy and fun; for
others, its more important that they
are comprehensive and powerful.
Easy to learn
Helpful
Easy
Fun to use
Diverge Methods
Sketch 8 ideas in 5 minutes
Sketch 1 idea in 5 minutes
Sketch 1 storyboard in 5 min
8 ideas in 5 min
This is a great technique that
originates from Gamestorming
workshops. It invites the team to
work individually, and sketch 8 ideas
in 5 minutes. Its a great warm up
exercise!
7 minute how-to
1
1 storyboard in 5 min
Sometimes, the ideas are too
complex to express on 1 page. This
is when your team need to think in
terms of stories or flows.
Ask your team to sketch a
storyboard of all the key steps the
user much take. If your team is new
to design, encourage them to think in
terms of comic book strips :).
Decide Methods
Zen voting
Team review
Thinking hats
Zen voting
After the sketching, its time to share
the ideas on a whiteboard.
Encourage sprinters to do zen
voting: reviewing the ideas and
voting in silence.
This allows everyone to form their
own opinions before they get biased
by others.
Optional caption
Thinking hats
If your team is new or tends to be
biased in their opinion, assign
everyone a Thinking Hat. Each hat
represents a different point of view
thats valuable and that can enrich
the final decision.
Idea Generator
Optimist
Pessimist
Technical feasibility
User Advocate
Prototype Methods
Mocks
Demos
Videos
Physical prototype
Prototyping
A prototype is something that
makes your ideas real enough
to feel, so you can get feedback
from users.
Teams tend to spend the most time
in this stage. A prototype could be:
Mock
Demo
Video
Physical prototype
Validate Methods
User test
Stakeholder feedback
Technical feasibility check
User testing
As soon as the team is done
prototyping, its time to test. A
simple user test can uncover
valuable insights very quickly.
What do users like and dislike in the
prototype?
What would they like to improve?
Does the solution meet their needs
overall?
Stakeholder validation
The key stakeholder of the projects
often is the one who decides to fund
or allocate resources to the ideas.
This person may be the Director of
the group or the CEO of the
company.
Their review and approval is
essential for the sprint to succeed.
Technical feasibility
validation
Do the design ideas match or exceed
the technical capacity of the team?
An engineering review can help the
team scope the work appropriately,
and discuss potential workarounds.
Congrats!
Your sprint is done! Enjoy the wins and learnings.
Well done!
This is also a good time to reflect and get feedback.
What would you do differently next time?
Enjoy the weekend :)
Thanks
To the Google Developers team for making this
educational resource publicly available. Further,
thanks to all teams at Google and beyond who
are constantly improving their game and
methods.