DESIGN
THINKING
AGILE
SCRUM
DESIGN
SPRINT
What’s the difference
DESIGN
THINKING
AGILE
SCRUM
DESIGN
SPRINT
Inception
DESIGN
THINKING
AGILE
SCRUM
DESIGN
SPRINT
1980-1990
Popularized
by IDEO and
d.school
2001
The Agile
Software
Development
Manifesto
2010
Google
Ventures &
Google X
DESIGN
THINKING
AGILE
SCRUM
DESIGN
SPRINT
Definitions
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Problem
definition
framework
Problem
solving
framework
Markmichael.io
Project
management
framework
Problem
solving
framework
DESIGN
THINKING
AGILE
SCRUM
DESIGN
SPRINT
Structure
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Lots of
methods &
tools
Markmichael.io
Different
flavours
(Kanban,
Scrum, etc.)
A five or
four day
recipe
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Highly
collaborative
Cross-
functional
teams
Markmichael.io
Highly
collaborative
Cross-
functional
teams
Highly
collaborative
Cross-
functional
teams
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Rapid
Prototyping
Instant
feedback -
Qualitative
Data
Markmichael.io
Rapid feature
release
Tardy
feedback -
Quantitative
Analyses
Rapid
Prototyping
Instant
feedback -
Qualitative
Data
DESIGN
THINKING
AGILE
SCRUM
DESIGN
SPRINT
Timeline
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Months to
years
Open
ended
Markmichael.io
Weekly
increments
Fixed
delivery
timeframe
Up to 5 days
Time
sensitive
DESIGN
THINKING
AGILE
SCRUM
DESIGN
SPRINT
Purpose
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Broad
scope
Markmichael.io
Scope
determined
by the team
Targeted
scope
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Innovative
Solutions
Validated
ideas
Radical
Innovation
Markmichael.io
Incremental
feature
iteration
Innovative
Solutions
Validated
ideas
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Useful to
define
problems
Useful to
solve
problems
Markmichael.io
Useful for
complex
product
development
Useful to
solve
problems
DESIGN
SPRINT
DESIGN
THINKING
AGILE
SCRUM
Useful to
define
problems
Useful to
solve
problems
Markmichael.io
Useful for
complex
product
development
Useful to
solve
problems
DESIGN
SPRINT
Markmichael.io
Useful to
define
problems
Useful to
solve
problems
3.0
Day
3
Day
4
Day
2
Day
1
Day
5-6
Prototype
Sketch&
Decide
Test
Understand&
Define
Report
75% focus on
the problem
space
Day
0
1-2 weeks 2-3 weeks
ProblemFraming
Workshop
Gather sources
(qualitative &
quantitative)
Interview internally/
externally
Synthesise data
Draft the Problem
Framing Agenda
Conduct extra research if needed
Define the insights and the
strategy to bring insights into the
Sprint
Validate the Sprint Brief with the
stakeholders
Recruit the right experts and users
DESIGN
SPRINT
3.0
Day
1

Design Thinking vs Agile Scrum vs Design Sprints