Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
Loading in …3
1 of 113

Solving Design and Business Problems in 3 Days with Google Design Sprint by Borrys Hasian from Circle UX



Download to read offline

This is the slides used to guide Google-style Design Sprint workshop. I've shared this process with more than 1600 people through workshop, seminar, Google Developers Festival, lecture, and some other initiatives. Feel free to reach out for discussion, and to engage Circle UX to build internal competence in your product and design team.

Related Books

Free with a 30 day trial from Scribd

See all

Solving Design and Business Problems in 3 Days with Google Design Sprint by Borrys Hasian from Circle UX

  1. 1. Solving Design and Business Problems in 5 days 3 days with Design Sprint Borrys Hasian Google Expert UX/UI, CEO Circle UX 15 Jan 2017
  2. 2. Innovation is the sweetspot
  3. 3. Design Sprint to the rescue!
  4. 4. Design sprint is a framework for teams of any size to solve and test ideas in 2-5 days.
  5. 5. Google Design Sprint
  6. 6. Understanding users, business, and technology. Define focus and key strategy. Sketches, and decide. Prototype and validate.
  7. 7. “Product design is about creating something that’s right for your customer by completely understanding what they feel, what they think, and what they want. But ultimately, designing a product means designing something that sells.” Scott Hurff
  8. 8. Design Sprint
  9. 9. Design sprints are a framework for teams of any size to solve and test design problems in 2-5 days. Design Sprint Playbook
  10. 10. Overview
  11. 11. We’ll be building and testing a realistic prototype in 3 days.
  12. 12. Design Sprint
  13. 13. You will be sketching something like this
  14. 14. How about this one?
  15. 15. Collaborate better. Design vs Production.
  16. 16. Validate your ideas and iterate design solution quickly.
  17. 17. Sprint Master is in charge of the schedule. The Decider makes all tough decisions. No devices in the room. Some Rules
  18. 18. Overview Day 1 Understand (+ Define) Day 2 Sketch Decide Day 3 Prototype Validate
  19. 19. Before we start the sprint...
  20. 20. Appoint Sprint Master Sprint Master is the facilitator. The person is not doing the activities, e.g sketching. He/she will guide the sprint team, challenge assumptions and asking a lot of WHYs to the team.
  21. 21. Set Sprint Challenge Statement
  22. 22. If we don’t set the challenge, we’ll spend hours without clear direction. See Penrose Stairs.
  23. 23. Relevant, Tied to the team goals, Concise Inspiring Focused on a target user or target segment 10min. Each team to define key challenge
  24. 24. Challenge Examples
  25. 25. Challenge Design a reliable and fun personal internet experience for male age 25-34 , aiming Q1 2017 launch. Deliverables for this sprint A prototype for testing. Example See List of adjectives
  26. 26. Challenge Design a trustworthy and fancy mobile shopping experience for male age 25-34 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example See List of adjectives
  27. 27. Challenge Design a trusted and engaging health service experience for female age 25-34 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  28. 28. Challenge Design a fun and engaging entertainment destination experience for female age 18-34 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  29. 29. Challenge Design a fun and engaging video conference experience for female age 24-35 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  30. 30. Challenge Design a fun and engaging mobile payment experience for female age 24-35 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  31. 31. Project Map
  32. 32. In Project Map, the goal is to understand the existing user experience, online and offline.
  33. 33. Don’t talk about the solution yet. Don’t talk about the pain points/challenges/issues/opportunities.
  34. 34. Write down the users on the left, this can include customers (end users), sales people, stakeholders, etc. Write down their end goals on the right. Capture the steps they need to take to get there. 45min. Project Map
  35. 35. User 1 User 2 Primary end goal Secondary end goal Step 1 Step 2 Step 3 User 3 Step 2
  36. 36. Young professional (woman) Merchants Received the clothes. Get updates on fashion trend. Search clothes based on theme Add to Cart Set delivery details Make Payment Example Upload products Call Uber Arrive at the shopping mall Get money from the ATM Shopping Get delivery Download app
  37. 37. Now we’re going to start the sprint...
  38. 38. Design Sprint
  39. 39. Stage 1. Understand
  40. 40. What are the user needs, business needs/goals and technology capacities? Stage 1. Understand What is it all about?
  41. 41. Stage 1. Understand the Output: Post the ideas and insights people generate
  42. 42. HMW… Putnoteshere Pain point Issue Problems Opportunity Actionable/Tangible point
  43. 43. 12m: Project vision/business goals. 12m: Voice of the users. 12m: Existing Product Audit/Design Evolution 12m: Competitor Audit. 12m: Technology: Considerations and Opportunities 60min. Method: 360 Lightning talk Stage 1. Understand
  44. 44. HMW’s (How Might We…?) Write with a thick dark sharpie/marker. Be succinct. One idea per sticky note. Not too broad, and not too narrow. If you don’t write it down it can’t be voted on. HMW… Makepeoplehappier? HMW… Showthe lock/certificateicon? HMW… Buildtrustforour paymentsystem? Too broad Too narrow
  45. 45. HMW method from
  46. 46. Project Vision/Business Goals Questions for the Stakeholder: Where do you want the product to be next year? Where do you want it to be in 5 years? What are the primary challenges you need to overcome? What keeps you up at night? (e.g what troubles, annoys you) What is the business opportunity: ● increased revenue? ● increased user engagement time or depth? ● improved loyalty and return use? ● differentiation from competitors? ● improved product or service quality? ● reaching a new user group or market? ● other opportunities described by stakeholders? Example of points to discuss
  47. 47. Voice of the users Who are your users? Do they have different behaviors? Do you describe them with personas? Or patterns? Are there multiple journeys through the product? How is the offline experience compared to the online experience? What is the end-to-end user experience? ● how do users arrive or begin? ● what are the entry points? ● what is the ideal or target path or flow? ● what are the key moments or touchpoints along the way? ● is this a single or multi-session experience? ● how does the experience end? ● what are the exit points? ● how do we reach or serve users after they have finished? Example of points to discuss
  48. 48. Existing Product Audit/Design Evolution What does the product look like today? How has it evolved over time? What have we tried that has worked? What have we tried that has not worked? ● Include screenshots Example of points to discuss
  49. 49. Competitor Audit What do we already know about competitors? ● has there been any market research? ● what is the competitive landscape? ● what are the recent trends in this space? ● which similar, related, or relevant products should we look at? ● what other industries, verticals, or products could we learn from? ● what are the strengths and weaknesses of our competitors? ● can we do a SWOT analysis? (Strengths, Weaknesses, Opportunities, Threats) (show screenshots) Example of points to discuss
  50. 50. Technology: Considerations and Opportunities How will the solution be built? Data sources? Devices? ● is the solution likely to be web-based? mobile? embedded? ● where will data and information come from? ● will user data be used for personalization? ● how will privacy be addressed? ● how will accessibility be addressed? ● what devices are likely to be used for the solution? ● what product areas are involved and need to be coordinated? ● are there external partners involved? Example of points to discuss
  51. 51. User interviews 30min Users are the ultimate judges of whether a product is good or not and it can be useful to start a sprint by finding and interviewing users.
  52. 52. Marta’s simple model for user research notes +what they liked -What they didn’t like ? The questions they had * The ideas they thought of
  53. 53. User needs statement __________ is a _______________________ who needs (a way to) _________________ because (they value) ___________________ ________________________________________ [user name] [user characteristic] [user need] [insight] Distill the information from the interview into a succinct statement. At the same time generate a list of user needs to reference later.
  54. 54. Example of how to conduct User Interview
  55. 55. Design Sprint
  56. 56. Stage 2. Define
  57. 57. What is the key strategy and focus? Stage 2. Define Strategy and focus
  58. 58. Stage 2. Define Output: A (simple 5-10 steps) customer journey map with a selected user type and moment and a focus challenge.
  59. 59. Group HMWs based on logical grouping/topic, e.g payment, login/registration, products management. 15min. Method: Affinity Mapping Stage 2. Define
  60. 60. ProductVision User Experience User Interface Visual Design Technology Marketing Brand Back end Retention Adoption Engagement Payment Silos Examples Watching video Searching product On boarding Better Grouping, Examples Registration Products comparison
  61. 61. Vote on the most interesting How Might We note. Each person gets 3 dots to vote. 15min. Method: Zen Voting. Stage 2. Define
  62. 62. Move the HMWs that have dots to the map. 5min. Method: User Journey, step 1. Stage 2. Define
  63. 63. For existing product: Review the map you’re created. Make adjustments if necessary. For new product: Create an ideal journey. 20min. Method: User Journey, step 2. Stage 2. Define
  64. 64. Set your goals and success metrics 20min 1. Choose a target based on the HMW discussion a. What user or users will you focus on? b. What key moments or pain points do you want to sketch around to have the most impact? 2. Decide on your success metrics a. What does success look like? b. How will you measure it? c. Do you need any new measurement tools?
  65. 65. Imagine it's time to launch your product/feature. What would be your first tweet? 10min. Method: The First Tweet Stage 2. Define
  66. 66. What 3 words (adjective) would you like for users to describe your product/feature? List down all possible words, and discuss with the team. 15min. Method: Design Principles Stage 2. Define
  67. 67. Design Sprint
  68. 68. Stage 3. Diverge
  69. 69. How might we explore as many ideas as possible? Stage 3. Diverge What is it all about?
  70. 70. Comparable solution in a different problem space Each sprinter should look for ideas outside of the current field, look at parallel industries for similar problems to draw inspiration. App: Youtube (left) and Hipmunk (right) 20min
  71. 71. Work individually and come up with 8 different ideas/concept. 8min. Method: Crazy 8 (8 ideas in 8 minutes)
  72. 72. Put the sketches on the wall. Each person takes 2 min to explain his/her sketches. Then each takes 3 dots to vote on the most useful sketches. 30min. Crazy 8. Vote.
  73. 73. Work individually and come up with 1 big idea. 15min. Method: 1 big idea in 15 minutes
  74. 74. Design Sprint
  75. 75. Stage 4. Decide
  76. 76. Select the best ideas so far. Stage 4. Decide
  77. 77. 1. 1min. Tape the sketches to the wall like the Art Museum. 2. 2min. Heat map, zen voting, everyone gets another 3 dots to put on the sketches he/she likes. 3. 10min. Speed Critique: two min/sketch. 4. 2min. Straw poll. Silently chooses a favorite idea using large dot. 5. 1min. Supervote: Give the Decider three large dots, and we’ll prototype the chosen one by the Decider. 15min. Method: Sticky Decision in 5 steps.
  78. 78. Think in terms of stories or flows (it’s like a comic). (context - where, when, why, how) Sketch a storyboard of all the key steps the user must take. 30-40min. Method: Storyboard
  79. 79. Storyboard by Ruangguru team during Google Lauchpad Accelerator Sprint
  80. 80. Assign everyone a Thinking Hat. Each hat represents a different point of view. Method: Thinking hats
  81. 81. Design Sprint
  82. 82. Stage 5. Prototype
  83. 83. Create an artifact that allows to test the ideas with users. Stage 5. Prototype What is it all about?
  84. 84. Everyday tools (e.g Photoshop/Sketch) are optimized for quality, use tools that are rough, fast, and flexible (e.g Keynote or Powerpoints) Pick the right tools
  85. 85. 10min. Demo using Keynote and Invision
  86. 86. ● Makers: Create individual components (screens, pages, pieces etc) ● Stitcher: collecting components from Makers and combining them in Keynote, including cleaning up the styles. ● Writer: Refine the copy. ● Asset Collector: collect from web, image libraries, own product, and any other places. ● Interviewer: bring the prototype to the user, do a 1-on-1 usability testing. See this resource for guide. Roles
  87. 87. Something that makes your ideas ‘real enough to feel’, so you can get feedback from users. 120min. Method: Prototyping (mock/demo/video/physical prototype)
  88. 88. Design Sprint
  89. 89. Stage 6. Validate
  90. 90. Test the ideas with users, business stakeholders and technical experts. Stage 6. Validate
  91. 91. 10min. Demo Usability Testing.
  92. 92. Facts are better than dreams. Winston Churchill
  93. 93. 1. A friendly welcome to start the interview 2. A series of general, open-ended questions about the customer 3. Introduction to the prototype(s) 4. Details tasks to get the customer reacting to the prototype 5. A quick debrief to capture the user’s comprehensive thoughts and impressions. The Five-Act Interview
  94. 94. ● Can they achieve their goals? ● What works, what doesn’t work? ● What do they like and dislike in the prototype? ● What would they like to improve? ● Does the solution meet their needs overall? 120min. Method: Usability Testing. Use your user’s key goals in stage 2 (put them into context scenario) to do user testing:
  95. 95. Scenario Example Scenario 1 It’s Saturday afternoon, and you have been playing DOTA for long. You want to go out, and would like to find an event to attend that doesn’t or wouldn’t cost you much. Task: How would you find a nearby event to attend using this app?
  96. 96. Whiteboard note-taking Search for best flight itinerary Check airfare cap Book flight Jim Susan Bruce Charlie + + + + + + - - - - - -
  97. 97. 5min. Method: ED Score. Use ED Score to get more feedback from the user. What is ED Score? A method to communicate feedback and discuss improvement better with clear actionable items.
  98. 98. ED SCALE Strongly disagree Strongly agree 1 2 3 4 5 1. I think the product looks good. 2. I found that the product was easy to learn. 3. I could achieve my goals easily. 4. I found the features of the product satisfy my needs. 5. I found that the product is troublesome to use. 6. I felt that the performance of the product is good. 7. I felt that the product is complicated. 8. I felt good when using the product. 9. I think I would use the product again in the future. 10. I would recommend the product to my friends/family.
  99. 99. Learn more about ED Score
  100. 100. 60min. Method: Team Debriefing. Comparing Post-it notes, see pattern, make sense of the results. The output: 1. Decide which patterns are the most important ones. 2. Next step.
  101. 101. Design review with internal stakeholders If possible, have stakeholders come for 30 minutes at the end of the sprint and provide feedback.
  102. 102. Each of the team present the prototype, sharing the output from Stage 1 up to Stage 6, including the user feedback and the next step. 30min. Show and Tell.
  103. 103. Design Sprint
  104. 104. Congratulate yourself! You’ve done the design sprint :)
  105. 105. Reflect What have you learned in a day? What will you change tomorrow? How would you drive change in your team/company?
  106. 106. About Circle UX
  107. 107. Borrys Hasian Borrys is the first Indonesian to become Google Expert in UX/UI. As a Google Launchpad Global Mentor in UX/UI, he has been mentoring startups from around the world in Silicon Valley, under Google Launchpad Accelerator program. He’s trained in Design Sprint directly by Google Design Sprint team at The Garage, Google’s collaboration and innovation space, in Mountain View, California. He is a designer who studied Electrical Telecommunication Engineering and Urban Planning, worked as Lead Software Engineer, Product Development Manager, Head of UX & Design, and UX Design Consultant. He founded Circle UX - a design and innovation company based in Singapore that focuses on design and innovation coaching and mentoring using design sprint. His goal is to spread the love of design, teaching and helping people build products that people love, improving people's lives one interface at a time. Design Coach
  108. 108. Professional Experiences ● Google Expert in UX/UI and Google Launchpad Global Mentor in UX/UI. ● Head of Design, Singapore Power Ltd. ● Head of UX & Design, Rakuten Viki. ● UX & Design Lead, Scholastic Inc. ● UX & Front-end Consultant, AirAsia. ● Senior UX Designer, Digi Telecommunications (Telenor Group). ● Senior Research Engineer, UX & UI, British Telecoms. See Borrys Hasian’s LinkedIn Profile
  109. 109. Clients
  110. 110. Challenges ● The speed of product development, from ideation to design concept. ● Validation with the customers/end users. Activity: 2-day Design Sprint workshop.
  111. 111. Challenges ● Ideation, coming up with products/services that matter to the customers. ● Silo, the speed of product development, from ideation to design concept. ● Validation with the customers/end users. Activity: 5 batches of Design Sprint workshop.
  112. 112. Thank you. Stay in touch :) Borrys Hasian Circle UX - Design & Innovation Company Twitter @borryshasian