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Guide To
DESIGN SPRINT
Hafizdzaki Mcd
UI / UX Designer at Enterwind
WHAT IS YOUR
SUPERPOWER ?
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.
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.
Understand Sketch Decide Prototype Validate
DESIGN
SPRINT
Process 1 to 5 Days
TRADITIONAL
DEVELOPMENT
This is a Traditional Approach of
Development
1
2
3
4
Build
Idea Launch
Learn
DESIGN
SPRINTThe Sprint give teams a shotcut to
learning without building and
launching
1
2
3
4
Build
Idea Launch
Learn
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)
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
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
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.
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
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
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
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.
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.
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.
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.
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
DAY 2:
SKETCH
During the sketch phase, individual team
members are given the time and space to
brainstorm solutions on their own.
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.
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.
DAY 3:
DECIDE
The Decide phase is when the team chooses
which ideas should be prototyped
PRESENT SOLUTION
SKETCH
Each team member presents their Solution
Sketch to the group and discusses the
various features of the concept.
VOTING THE
IDEA
Its time to Vote Idea
DAY 4:
PROTOTYPE
In the context of Design Sprint. A design sprint
prototype is a facade of the experience you have
envisioned in the sketch phase.
TOOLS TO MAKE
A PROTOTYPE
• Adobe Photoshop
• Corel Draw
• Adobe Illustrator
• Adobe XD
• Sketch App
• Invision
• Marvelapp
• Figma
• Principle
• Powerpoint
• etc
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.
USABILITY TEST
Recruit 5 People to use your
prototype and give a task.
THANK’S
Feel Free to Comment
Send to : Hafizdzq@gmail.com
REFERENCES
https://designsprintkit.withgoogle.com/
https://www.slideshare.net/GastonValle/de
sign-sprint-for-inceptions-cas-
2016?next_slideshow=1
https://www.nngroup.com/articles/why-
you-only-need-to-test-with-5-users/

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Guide to Design Sprint

  • 1. Guide To DESIGN SPRINT Hafizdzaki Mcd UI / UX Designer at Enterwind
  • 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.
  • 5. Understand Sketch Decide Prototype Validate DESIGN SPRINT Process 1 to 5 Days
  • 6. TRADITIONAL DEVELOPMENT This is a Traditional Approach of Development 1 2 3 4 Build Idea Launch Learn
  • 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.
  • 23. DAY 3: DECIDE The Decide phase is when the team chooses which ideas should be prototyped
  • 24. PRESENT SOLUTION SKETCH Each team member presents their Solution Sketch to the group and discusses the various features of the concept.
  • 25. VOTING THE IDEA Its time to Vote Idea
  • 26. DAY 4: PROTOTYPE In the context of Design Sprint. A design sprint prototype is a facade of the experience you have envisioned in the sketch phase.
  • 27. TOOLS TO MAKE A PROTOTYPE • Adobe Photoshop • Corel Draw • Adobe Illustrator • Adobe XD • Sketch App • Invision • Marvelapp • Figma • Principle • Powerpoint • etc
  • 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.
  • 29. USABILITY TEST Recruit 5 People to use your prototype and give a task.
  • 30. THANK’S Feel Free to Comment Send to : Hafizdzq@gmail.com REFERENCES https://designsprintkit.withgoogle.com/ https://www.slideshare.net/GastonValle/de sign-sprint-for-inceptions-cas- 2016?next_slideshow=1 https://www.nngroup.com/articles/why- you-only-need-to-test-with-5-users/