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Guide to 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.

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Guide to Design Sprint

  1. 1. Guide To DESIGN SPRINT Hafizdzaki Mcd UI / UX Designer at Enterwind
  3. 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. 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 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. 5. Understand Sketch Decide Prototype Validate DESIGN SPRINT Process 1 to 5 Days
  6. 6. TRADITIONAL DEVELOPMENT This is a Traditional Approach of Development 1 2 3 4 Build Idea Launch Learn
  7. 7. DESIGN SPRINTThe Sprint give teams a shotcut to learning without building and launching 1 2 3 4 Build Idea Launch Learn
  8. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 20. DAY 2: SKETCH During the sketch phase, individual team members are given the time and space to brainstorm solutions on their own.
  21. 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. 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. 23. DAY 3: DECIDE The Decide phase is when the team chooses which ideas should be prototyped
  24. 24. PRESENT SOLUTION SKETCH Each team member presents their Solution Sketch to the group and discusses the various features of the concept.
  25. 25. VOTING THE IDEA Its time to Vote Idea
  26. 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. 27. TOOLS TO MAKE A PROTOTYPE • Adobe Photoshop • Corel Draw • Adobe Illustrator • Adobe XD • Sketch App • Invision • Marvelapp • Figma • Principle • Powerpoint • etc
  28. 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. 29. USABILITY TEST Recruit 5 People to use your prototype and give a task.
  30. 30. THANK’S Feel Free to Comment Send to : REFERENCES sign-sprint-for-inceptions-cas- 2016?next_slideshow=1 you-only-need-to-test-with-5-users/