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Design Sprint 2.0 at SprintCube

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A quick step-by-step guide to run a Design Sprint on own to solve any big challenge as a team. It covers mostly surface level details to run a Design Sprint, and still very useful.

To learn the Design Sprint in depth, email us at ds@sprintcube.com – we do a 2-day Design Sprint training exclusively for companies.

For a product design or improvement sprint, or hire a Design Sprint Facilitator, reach to us at the same email ds@sprintcube.com

Know more about us - https://www.sprintcube.com

Happy Sprintin'!

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Design Sprint 2.0 at SprintCube

  1. 1. Design Sprint 2.0 Step-by-step Guide Prepared by www.sprintcube.com
  2. 2. Introduction
  3. 3. What is a Design Sprint?
  4. 4. It is a step-by-step process or framework to solve big challenges and test new ideas.
  5. 5. Duration The whole process takes 4 days. And the iteration sprint takes 2 days.
  6. 6. Result Feedback from the real users that act as insights to help decide next steps.
  7. 7. How to start?
  8. 8. The Sprint Team
  9. 9. Usually 4 to 7 people working together.
  10. 10. Who can be a part of the Sprint Team?
  11. 11. Product Manager Sales/Marketing Customer Services Designer Engineering Lead
  12. 12. The Decider
  13. 13. Makes the last decision.
  14. 14. Unblocks the Sprint. Moves the Sprint from one step to another.
  15. 15. Who can be the Decider? Product manager, CEO, a person who makes the final decision.
  16. 16. NO Decider Sprint
  17. 17. The Expert(s)
  18. 18. Vital for the Day 1. She presents the challenges, problems, product idea, etc.
  19. 19. Who can be the Expert? People who work directly with the product. There can be one or more Experts.
  20. 20. The Facilitator
  21. 21. The responsible person - drives the Sprint.
  22. 22. Who can be the Moderator? Sprint Master, or someone who is excellent at facilitating group activities.
  23. 23. NO Moderator Sprint
  24. 24. Tools for the Design Sprint Room
  25. 25. - Closed room with minimal distractions - Big work table - Large whiteboards - A timer
  26. 26. - Masking tape - Blank paper - Notebooks - Marker pens for the whiteboard and papers
  27. 27. Voting dot stickers of 2 sizes 0.25” of the same color 0.75” of the same color
  28. 28. Sticky notes (multiple colors)
  29. 29. Rules
  30. 30. The "No Device" Rule
  31. 31. Why? The entire team needs to be focused and dedicated to the process to be able to accomplish great work!
  32. 32. Exceptions - Break Time - Day 1: Lightning Demos - Day 3: Prototyping
  33. 33. Within Time
  34. 34. Extremely important
  35. 35. So, all set! Let’s start...
  36. 36. Day 1
  37. 37. Agenda - Understand the challenges. - Define the scope. - Generate plenty of solutions.
  38. 38. Expert Interviews & "How Might We...?" Time 30minutes
  39. 39. Listen the expert(s). Ask questions if any.
  40. 40. If there are multiple experts, 10 minutes per expert
  41. 41. Write down HMWs on sticky notes. Format: HMW
  42. 42. Too broad Too narrow Perfect
  43. 43. Collect HMWs from everyone and stick them on the board in any random order.
  44. 44. Sample: HMWs in random order
  45. 45. Categorize the HMWs Time 5minutes
  46. 46. Moderator helps categories the HMWs.
  47. 47. Sample: Categorized HMWs
  48. 48. Add votes Time 10minutes
  49. 49. 2 Dot stickers to everyone. 4 Dot stickers to the decider.
  50. 50. Voting rules: No rules!
  51. 51. Sample: HMWs after voting
  52. 52. Prioritizing HMW Notes Time 2minutes
  53. 53. Take all the HMWs with at least 2 votes aside. HMWs with more votes on top.
  54. 54. Long-term goal Time 5minutes
  55. 55. How will the product look like in the next 2 years, in the most optimistic way?
  56. 56. Format: In 2 years, … E.g. The most used... Replacement of TODO lists... The best productive...
  57. 57. Each team member reads their long-term goal.
  58. 58. The Decider decides what the real long-term goal will be for the team.
  59. 59. You can combine a couple of suggestions to create the long-term goal.
  60. 60. Create 3 Sprint Questions Time 5minutes
  61. 61. Go pessimistic. 3 sprint questions which should be answerable in a Yes or No.
  62. 62. Format: Can we… E.g. Can we make users used to plan their day?
  63. 63. Square sticky notes with a different color. Get the top 3 questions using voting.
  64. 64. Put them on a large white paper along with the long-term goal paper.
  65. 65. Create a map Time 30minutes
  66. 66. What’s a map? User journey showing the entire system of your product. Or a specific journey that you want to focus on.
  67. 67. How to create a map?
  68. 68. Important actors on the left side. Key points of interactions with users in the center. End goal on the right side.
  69. 69. Points of interactions can be discover, learn, etc.
  70. 70. Map targeting using HMWs
  71. 71. Place the prioritized HMWs to the relevant part of the map. Discuss where an HMW makes more sense.
  72. 72. Look for the high cluster of HMWs on the map. That’s the most logical area to target.
  73. 73. Decider can ignore this and pick another part of the map to target. Yes!
  74. 74. Sample: Map
  75. 75. Lightning Demos Time 15minutes
  76. 76. Search for inspirations from other existing products or services.
  77. 77. They should have similar aspects to your product. They can be from different industries.
  78. 78. Write down 3 pieces of inspiration.
  79. 79. Present it to the team. One member would write down notes from each presentation.
  80. 80. 4-part Sketching
  81. 81. 1. Note taking Time 20minutes
  82. 82. Copy everything you see from all of the resources you've created.
  83. 83. Have this notes nearby for the first 2 days.
  84. 84. 2. Sketching Time 20minutes
  85. 85. Take your notes and start scribbling down some ideas that you might have from what you wrote.
  86. 86. Purpose: To start getting comfortable with drawing.
  87. 87. Nothing in mind? Just recall your school days and draw anything random.
  88. 88. 3. Sketching crazy 8’s Time 8minutes
  89. 89. Take an A4 size paper and fold it 3 times to make 8 cells out of it.
  90. 90. Draw something that’s in your mind relevant to the notes you just took.
  91. 91. Draw in all 8 cells. You’ve got 1 minute per cell to draw.
  92. 92. Divide a paper into 8 parts for Crazy 8s.
  93. 93. Sample: Crazy 8s
  94. 94. 4. The concept Time 45minutes
  95. 95. It is a 3-part comic strip. It demonstrates a solution to the challenges presented earlier.
  96. 96. Take 3 A4 size papers and start drawing your concepts. It needs to be self-explanatory.
  97. 97. Add sticky notes to the margins to add more details. Include a title for your concept.
  98. 98. Once done, your concept should look like this...
  99. 99. Aww… That’s a JOKE!
  100. 100. Concept sketches can look like this. Sample: Concept Image from the SPRINT book
  101. 101. Your concept should answer this...
  102. 102. Collect all the concepts and stick them to the wall. They will be reviewed on the Day 2.
  103. 103. Day 2
  104. 104. Agenda - Voting on solutions. - Deciding which direction to go in. - Creating detailed storyboard.
  105. 105. Heatmap (Silent voting) Time 15minutes
  106. 106. Get a bunch of small dot stickers, approx 20-30 dots.
  107. 107. Walk around the Sprint room. Review each concept sketch.
  108. 108. Put 1-2 dots if you like a concept or a part of it. Put 3 or more dots if you think a concept or a part of it is exciting and too good.
  109. 109. Result A heat map of the interest of the team without discussion.
  110. 110. Sample: Heat Map
  111. 111. The moderator presents each concept with the most heated areas to the team. She presents her interpretation and no one speaks.
  112. 112. Do you have any question? Just don’t ask. Write it on a sticky note and put it below the concept sketch.
  113. 113. Presenting and taking notes Time 15minutes
  114. 114. She asks if any voted area left or miscommunicated? Aha, no one reveals who’s the artist of that concept.
  115. 115. 1 person from the team takes notes from each concept and sticks above the concept.
  116. 116. Straw Poll Time 10minutes
  117. 117. Every member of the team except the Decider gets a large dot. They write their initials on it. G
  118. 118. Look around the concepts so that you can remind the goal, target map, sprint questions, etc.
  119. 119. Select a concept or a part of a concept in your mind. Write down the reasons why you’re selecting it for the solution.
  120. 120. Once time is up, all can put their dots on the concept at the same time. So nobody gets influenced by each other.
  121. 121. The moderator asks each team member to present their decision to the Decider one by one.
  122. 122. Decider Vote Time 5minutes
  123. 123. Now, the decider makes a decision. Give him 2 large dots starred on it.
  124. 124. He can put both the dots on a concept if he wants to go with only one concept.
  125. 125. Or put both the dots on 2 concepts/parts if he wants to go with 2 concepts or wants to combine 2-3 parts and make one concept to go with.
  126. 126. Best case is to ask him to choose maximum two.
  127. 127. Decider can ask the team to give suggestions making a decision, if he wants. It’s not necessary.
  128. 128. User Test Flow Time 8minutes
  129. 129. Look at the concept or concepts chosen by the Decider. Recall what was the flow of the map.
  130. 130. Write six steps of how you imagine users are going to use the product or service or business model. One step on each sticky note.
  131. 131. Everyone puts their sticky notes in a meaningful order on the wall in the horizontal stripes.
  132. 132. Sample: User test flows by each member in the horizontal stripes
  133. 133. The Decider reads all the test flows one by one.
  134. 134. Then she selects which test flow to go with for the next phase.
  135. 135. She can add or remove or replace a step from other test flows to the decided one.
  136. 136. Storyboarding Time 90minutes
  137. 137. It’s going to be 45 minutes of work, then a break, and 45 minutes of work.
  138. 138. It’s about combining concepts or concept with the user test flow into a story that will be turned into a prototype.
  139. 139. Steps to make a storyboard
  140. 140. 1. Draw 8-10 empty cells on the board.
  141. 141. 2. Put User Test Flow step sticky notes to the cells where they make sense.
  142. 142. 3. Do a quick outline of what each cell might look like. Add possible scenarios. E.g. screen by screen outline of an app.
  143. 143. 4. Go through each cell and start adding as much details as possible.
  144. 144. Sample: Storyboard
  145. 145. How to make it effective?
  146. 146. It needs to be as detailed as possible. Do not create anything new.
  147. 147. Make sure discussions stay focused on the goal. Use specific words rather than fake words.
  148. 148. Day 3
  149. 149. Agenda Build a prototype Book user testers Setup user testing room
  150. 150. Challenging with endurance and focus. Moderator must ensure the team has the support they need for the day.
  151. 151. Roles on Day 3
  152. 152. The Collectors Members who bring the images, templates, and copywriting.
  153. 153. The Artist The one who creates the final screens
  154. 154. The Stitcher A member who puts together the prototype and makes it interactive.
  155. 155. Interview Prep Person The one who books user testers, creates an interview sheet, prepares the interview room.
  156. 156. Prototyping tools
  157. 157. If it’s on screen Figma - www.figma.com Marvel - marvelapp.com Flinto - www.flinto.com Invision - www.invisionapp.com Sketch - www.sketchapp.com Or search “digital prototyping tools” on Google.
  158. 158. If it’s on paper Keynote on Mac, Microsoft Powerpoint, Google Slides Pages on Mac, Microsoft Word, Google Docs
  159. 159. If it’s a physical space or an object, modify an existing one.
  160. 160. How to save time in prototyping?
  161. 161. Make digital wireframes of the storyboard from Day 2, if possible.
  162. 162. Use ready-made components. E.g., sticker sheets, style sheets, color schemes, etc.
  163. 163. Choose one font and stick with it.
  164. 164. Focus on Key Screens first.
  165. 165. General outline of what the Day 3 looks like
  166. 166. Morning kick-off 15 minutes - Decide who will be doing what tasks for the whole day. Work session 3 hours - Members work on assigned tasks.
  167. 167. Check-In with Team + Lunch 1 hour - Team members gather to share progress and see what else needs to be done. Work session 3-4 hours - Final pieces of the Prototype come together.
  168. 168. Check-In with Team 30 minutes - Run through the Prototype, Revisit the Sprint Questions and Goals. Clear Up 30 minutes - Check off all the boxes for the Prototype. Set up User Testing Room. Final run-through of the Prototype.
  169. 169. Prepare for the Day 4 (User interviews) Get done by 3rd day
  170. 170. How to recruit users for your interviews?
  171. 171. Social Media Ads Write an Ad or post that targets a specific demographic needed.
  172. 172. Online Forums Go to Quora or Reddit and reach out to users who are already discussing or using products similar to the one you're working on.
  173. 173. Existing Customers Ask existing customers if you’re testing an upgrade of the existing product or similar product.
  174. 174. Friends & Family If you’re working on a product or challenge that you think would benefit your friends & family, just call them.
  175. 175. Use meeting scheduler tools like Calendly or Google Calendar.
  176. 176. Checklist for user interviews
  177. 177. ▢ Define the target demographic ▢ Will it be remote or in-person?
  178. 178. ▢ Decide a gift to thank each user for their time. ▢ Create a custom video call link if the interview is remote.
  179. 179. ▢ Schedule times for 5 user testers. 1 hour per user. 40 minutes for test, and 20 minutes for reset and preparation.
  180. 180. Setting up rooms
  181. 181. Interview room Make it private and distraction-free.
  182. 182. Feedback room Set up feedback wall which should be accessible easily to post & read feedback.
  183. 183. User isolation User testers must not see or meet sprint members taking notes of the interview session.
  184. 184. Device setup Set up a screen which broadcasts screen casting. Set up a mic.
  185. 185. Why? Because observers can see how a user tester is going through the prototype and listen him/her.
  186. 186. User feedback wall
  187. 187. Draw columns for each tester. Include each section of the prototype as a separate row.
  188. 188. Sample: User Feedback Wall
  189. 189. This wall will be filled up with notes taken by the team members listening and observing each test.
  190. 190. Roles for the user interviews
  191. 191. Observers Doers in the feedback room. Interviewer A person who interviews user testers.
  192. 192. Interview questions
  193. 193. Come up with a set of questions that you will ask to user testers.
  194. 194. Tips on writing questions 1. Review sprint questions and the long term goal.
  195. 195. 2. Review the storyboard, specifically the key screens.
  196. 196. 3. Write open-ended questions.
  197. 197. E.g., How did the landing page make you feel? What are your thoughts on the paid features?
  198. 198. Make sure you get done with user interviews setup by the end of Day 3. Better is you start preparing for it from Day 2.
  199. 199. Day 4
  200. 200. Agenda User interviews Summarizing feedback Decide the next steps
  201. 201. Suggestions for interviewer
  202. 202. Build a rapport with user testers, make them feel comfortable.
  203. 203. Remind them - you’re testing a prototype, not them.
  204. 204. Tell them - not everything will work in the prototype. So share the thoughts openly.
  205. 205. Ask open-ended questions if you feel they’re not speaking openly.
  206. 206. Open-ended questions E.g., - Why did you click on that? - What do you think about this section?
  207. 207. Acknowledge users - E.g., User: That’s weird! Interviewer: What’s weird? Can you be more specific?
  208. 208. Writing feedback
  209. 209. Each observer takes feedback on sticky notes from the test user interview without talking to each other.
  210. 210. You can write down observations, interpretation, feedback, suggestions, etc.
  211. 211. Use different colored sticky notes to identify positive and negative feedbacks.
  212. 212. At the end of each interview, collect the notes and stick them into the correct row and column of the feedback wall.
  213. 213. Sample: User Feedback Wall With Notes
  214. 214. Look for similarities Time 8minutes
  215. 215. Silently review the feedback notes. Each member takes note of similar feedback as bullet points.
  216. 216. Read them aloud, write down on a whiteboard as positive, negative, or neutral.
  217. 217. Summary report
  218. 218. Analyze the feedback and similarities.
  219. 219. Write down overall feedback of users in 2-3 lines. It can be positive or negative. Be honest.
  220. 220. Check the long-term goal from the Day 1. Does it look realistic or not?
  221. 221. Review the sprint questions from the Day 1. Can you answer them in “Yes” or “No”?
  222. 222. Write down a detailed prototype feedback.
  223. 223. It should cover - breakdown of the each feedback of each feature or solution - what worked well and what not - important points on top
  224. 224. Define the next steps
  225. 225. Review the summary report and decide to improve, pivot, or launch!
  226. 226. You’re a winner every time.
  227. 227. Let’s build better products for people, faster.
  228. 228. For Product Design & Development - hello@sprintcube.com For Design Sprint and Exclusive Trainings - ds@sprintcube.com www.sprintcube.com Instagram, Facebook, Twitter, YouTube – @sprintcube Contact us
  229. 229. Thank you! - SprintCube Getting started is more important than being right.

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