The document outlines the steps for a design sprint workshop with a client, including research, testing, content strategy, and prototyping activities. The workshop involves understanding the design problem through research, diverging to generate many solutions, deciding on the best ideas, and building quick prototypes. Key activities include mind mapping, storyboarding, usability testing, and creating a prototype based on a detailed user story. The goal is to rapidly iterate through ideas to identify the most promising solutions to test with users.
Solving Design and Business Problems in 3 Days with Google Design Sprint by B...Borrys Hasian
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.
How did we sell DT, how did the workshops with clients and users, which methods work and which ones do not.
Examples of real projects: both successful and not very)
- What is DT and why everyone is talking about it
- Key DT elements
- How DT works in outsourcing
- How the theory differs in practice
- How to sell DT
- How a project with DT fails
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
Define Before Diving: An intro to Product StrategyAnna Youngs
Watch webinar here: https://youtu.be/RbpGjNh9Mj0
Defining your product and what you expect from it can be as important as creating the product itself. It is what allows a company to align their strategic vision with short-term and long-terms results, allowing companies to reach their users and market in a more direct and clear way, instead of producing a product whose strategy is too general and ambiguous.
Lydia and Anna, Product Design Managers at Novoda, gave a talk at Codurance on the essential concepts of product strategy and the steps to a product definition, the key phases and importance of design thinking and the innovation value it adds plus research methods and tools to analyse the obtained information. We also learn about the huge value of clear communication and good practices when working with the rest of the team.
This talk provides an enriching and useful insight for companies and stakeholders looking for a more effective way of making their vision a reality and wanting to know more about the components of a good product strategy.
The Experience Design Framework: A Design Thinking Guide for Product Success ...Lang Richardson
A presentation outlining how Experience Design Improves Product Businesses. Langston synthesized structures from his past experiences as well as common industry practices to present to a local Bay Area MeetUp his ideas on structuring teams to produce excellent products.
Solving Design and Business Problems in 3 Days with Google Design Sprint by B...Borrys Hasian
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.
How did we sell DT, how did the workshops with clients and users, which methods work and which ones do not.
Examples of real projects: both successful and not very)
- What is DT and why everyone is talking about it
- Key DT elements
- How DT works in outsourcing
- How the theory differs in practice
- How to sell DT
- How a project with DT fails
The Design Sprints are a 2-5 days process for answering critical business questions through design, prototyping, and testing ideas with customers.
In this keynote I present you the Google Venture Design Sprints Methodology.
Define Before Diving: An intro to Product StrategyAnna Youngs
Watch webinar here: https://youtu.be/RbpGjNh9Mj0
Defining your product and what you expect from it can be as important as creating the product itself. It is what allows a company to align their strategic vision with short-term and long-terms results, allowing companies to reach their users and market in a more direct and clear way, instead of producing a product whose strategy is too general and ambiguous.
Lydia and Anna, Product Design Managers at Novoda, gave a talk at Codurance on the essential concepts of product strategy and the steps to a product definition, the key phases and importance of design thinking and the innovation value it adds plus research methods and tools to analyse the obtained information. We also learn about the huge value of clear communication and good practices when working with the rest of the team.
This talk provides an enriching and useful insight for companies and stakeholders looking for a more effective way of making their vision a reality and wanting to know more about the components of a good product strategy.
The Experience Design Framework: A Design Thinking Guide for Product Success ...Lang Richardson
A presentation outlining how Experience Design Improves Product Businesses. Langston synthesized structures from his past experiences as well as common industry practices to present to a local Bay Area MeetUp his ideas on structuring teams to produce excellent products.
a move fast method to sharp the idea and design in five days. It has been proven to most of the startup under Google ventures. Want to know more how to build it, just contact me. :)
Quick guide to the Design sprint.
The sprint is a five-day process for answering critical business questions through design, prototyping, and testing ideas with customers. Developed at Google Ventures, it’s a “greatest hits” of business strategy, innovation, behavior science, design thinking, and more — packaged into a battle-tested process that any team can use.
To use the links within the deck - download the presentation and open it in the browser.
Slides from a 3-hour workshop that's intended to teach the principles of Design Sprints. It is NOT a complete design sprint. Certain exercises have been highlighted while others skipped in the interest of expediency.
I was talking at a GDG event on Design Sprint about how we can reduce the lead time on developing new ideas and products and build prototypes, test and validate.
The Design Sprint: A Fast Start to Creating Digital Products People Wantdpdnyc
In this talk, you'll learn how to plan, facilitate, and optimize the five phases of a Design Sprint: Understand, Diverge, Converge, Prototype, and Test. You’ll learn why and how Design Sprints work and how you can use Design Sprints to enhance your own design process.
Design Thinking : Prototyping & TestingSankarshan D
The design team will now produce a number of inexpensive, scaled down versions of the product or specific features found within the product, so they can investigate the problem solutions generated in the previous stage. Prototypes may be shared and tested within the team itself, in other departments, or on a small group of people outside the design team.
https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
A 4 hour workshop as a follow up to the "What is UX?" presentation.
Group exercises designed to get people thinking about how UX skills are applied to their daily digital work.
Putting the theory of UX into practice with some simple core tasks.
Discover more to learn detail with google design sprint, great tools to maximize and validate your idea with lack of creativity and enhancing collaboration.
Easy UX Process Steps Must follow by every UX Designer Think 360 Studio
User experience (UX) and user interface (UI) designers are essential for any startup business. The ordinary generalization for ux designer is that they are regular graphic or visual designers. UX designers wear numerous caps in a startup. This includes showcasing, arranging, planning, imparting and testing. Every UX designer should follow these simple process.
This presentation was prepared for a meetup session hosted by MindLinks.de to inform audience about "Google Design Sprint" and how everyone can use it for their projects. This community in Munich provides a creative space to young professionals and refugees with a shared interest in academic discussions.
a move fast method to sharp the idea and design in five days. It has been proven to most of the startup under Google ventures. Want to know more how to build it, just contact me. :)
Quick guide to the Design sprint.
The sprint is a five-day process for answering critical business questions through design, prototyping, and testing ideas with customers. Developed at Google Ventures, it’s a “greatest hits” of business strategy, innovation, behavior science, design thinking, and more — packaged into a battle-tested process that any team can use.
To use the links within the deck - download the presentation and open it in the browser.
Slides from a 3-hour workshop that's intended to teach the principles of Design Sprints. It is NOT a complete design sprint. Certain exercises have been highlighted while others skipped in the interest of expediency.
I was talking at a GDG event on Design Sprint about how we can reduce the lead time on developing new ideas and products and build prototypes, test and validate.
The Design Sprint: A Fast Start to Creating Digital Products People Wantdpdnyc
In this talk, you'll learn how to plan, facilitate, and optimize the five phases of a Design Sprint: Understand, Diverge, Converge, Prototype, and Test. You’ll learn why and how Design Sprints work and how you can use Design Sprints to enhance your own design process.
Design Thinking : Prototyping & TestingSankarshan D
The design team will now produce a number of inexpensive, scaled down versions of the product or specific features found within the product, so they can investigate the problem solutions generated in the previous stage. Prototypes may be shared and tested within the team itself, in other departments, or on a small group of people outside the design team.
https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
A 4 hour workshop as a follow up to the "What is UX?" presentation.
Group exercises designed to get people thinking about how UX skills are applied to their daily digital work.
Putting the theory of UX into practice with some simple core tasks.
Discover more to learn detail with google design sprint, great tools to maximize and validate your idea with lack of creativity and enhancing collaboration.
Easy UX Process Steps Must follow by every UX Designer Think 360 Studio
User experience (UX) and user interface (UI) designers are essential for any startup business. The ordinary generalization for ux designer is that they are regular graphic or visual designers. UX designers wear numerous caps in a startup. This includes showcasing, arranging, planning, imparting and testing. Every UX designer should follow these simple process.
This presentation was prepared for a meetup session hosted by MindLinks.de to inform audience about "Google Design Sprint" and how everyone can use it for their projects. This community in Munich provides a creative space to young professionals and refugees with a shared interest in academic discussions.
UX Prototyping (UXiD) - Handout by Anton Chandra and Bahni MahariashaAnton Chandra
This is handout presentation on UXiD 2018 event
Title: UX Prototyping - How to make it and define the success metrics
by Anton Chandra and Bahni Mahariasha
Startup with the right approach. Design Thinking can be implemented for your startup business for efficiency, rapid prototyping, solving complex problems and yes, its not just for only designers. You holistic design strategy for your startup.
Presented by Subhashish Karmakar
https://www.linkedin.com/in/subhasishk/
Our session at the 2016 Connect Week in Pasadena. An interactive session where we covered product design challenges, and the why, how, what of Design Sprints, originally developed by Google Ventures
The experience your customers have with your products is a critical component of success. Valuable products can solve real human needs, fulfill desires, and improve the quality the of life. This goes beyond just building more features, or making things look pretty. It involves understanding and empathizing with your customers, and involving them in the design process.
How do we do this? And how do we do this in a way that fits into the operational rhythms of Agile development? These perspectives are shared by a long-time UX designer who has recently moved into Agile.
The presentation unveil the concept of Design Thinking, its various stages, different tools and the scope of applying the concept of design thinking in tourism management
Design Thinking is a design methodology that provides a solution-based approach to solving problems. It’s extremely useful in tackling complex problems that are ill-defined or unknown, by understanding the human needs involved, by re-framing the problem in human-centric ways, by creating many ideas in brainstorming sessions, and by adopting a hands-on approach in prototyping and testing.
Introduction to Design Thinking:
“Design Thinking” has rapidly moved to the forefront of the current management process as a fresh take not just on how to rethink key products and services, but also how to reframe everyday processes and projects. In an effort to create a cross-company culture of innovation and collaboration, businesses all over the world are taking a page from design firms, and realizing the rewards. Check out what is all about.
www.merixstudio.com
How to get your innovation engine started? THoMer Stefan built the ultimate innovation guide: he collected insights, processes and templates to help you prepare for take-off.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
UX IS ABOUT SATISFACTION.
UX IS DESIGNING FOR USER TO COME BACK THE SITE.
UX FOCUSES ON THE STRUCTURE & LAYOUT OF CONTENT, NAVIGATION AND HOW USERS INTERACT WITH THEM.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
2. RESEARCH & TESTDESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
Insights from field research. Notes of
observations, analyzing the notes and presenting
in an enlightening, meaningful, and credible way.
Netnography approach allows not only the
simple evaluation of product-related
comments, but the exploration and analysis of
entire fields of innovation such as trends,
behaviors and motives as well as complex
problems.
The goals of usability test process include
establishing a baseline of user performance,
establishing and validating user performance
measures, and identifying potential design
concerns to be addressed in order to improve
the efficiency, productivity, and end-user
satisfaction.
Plans for the creation, publication, and
governance of useful, usable content.
Aligning communication across channels so
that web content, print collateral, social
media conversations, and internal knowledge
management are working toward the same
goals (in channel appropriate ways).
Content strategy focuses on the planning,
creation, delivery, and governance of
content. Content not only includes the
words on the page but also the images
and multimedia that are used.
.CONTENT PLAN
.CONTENT ALIGN
SIGNAL DATA INFORMATION KNOWLEDGE WISDOM
3. RESEARCH & TESTDESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
SIGNAL DATA INFORMATION KNOWLEDGE WISDOM
CONTENT
AUDIT
TASK
ANALYSIS
METRIC
ANALYSIS
QUANTITATIVE
SURVEY
PERSONAS
A/B TEST
STORY
BOARDS
SITEMAP
CONTENT
ANALYSIS
CARD
SORTING
KPI
ANALYSIS
USE CASES
HEURISTIC
ANALYSIS
COMPETITIVE
AUDIT
USER
JOURNEY
MAP COPYWRITING
USABILITY
TEST
SEO AUDIT
WIREFRAME
PROTOTYPE
4. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
.Sketch the most important user story
How do you know which user story is most
important? It depends on the problem you are
solving in the sprint.
Helping people understand and get started
with your product — you probably want to focus
on the experience of a user encountering your
product for the first time.
Creating a new product concept — you probably
want to look into the future and imagine the value
proposition and core features for an engaged user.
Improving conversion rate from a landing page
— you probably want to understand why people
land on your page and what their goals are.
This step can be difficult and time-consuming, but
it’s critical! Getting a visual map on the wall (like the
one above) is invaluable for grounding the
discussion and keeping everyone on the same page.
5. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
.Choose part of the problem
Now decide which part to focus on first. It usually makes sense to have everybody in the sprint focus on
the same part of the problem at once. If you take that approach, you’ll do one cycle for each part of the
problem, with everybody collaborating on each part as you go.
A
B
C
D
E
F
G
6. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
E
F
G
.Take notes
At this point in the sprint, the whiteboards and walls are
probably covered in diagrams, notes, and sticky notes.
This is your chance to reload that stuff into your brain.
Everyone takes a piece of paper and jots down anything
they think is useful.
10minutes
7. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
E
F
G
.Mind Map
Now you’re going to add all the other ideas that are in your
head, mix them with the notes you just took, and loosely
organize them on paper. The mind map is going to be your
“cheat sheet” you can use when you’re sketching UI ideas.
25minutes
8. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
E
F
G
.Crazy Eights
Everybody folds a blank sheet of paper in half four
times, then unfolds it, so they get eight panels. Then you
have 5 minutes total to draw eight sketches, one in each
panel.
10minutes
9. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
E
F
G
.Storyboard
That will be shared anonymously and critiqued by the group. The goal is to take the ideas
we’ve generated so far and sketch an actual UI showing how a user would move through
this part of the story — where they click, what info they enter, what they think, etc.
Start with a blank sheet of paper, and put 3 sticky notes on it. Each sticky note is one frame
in the storyboard. It’s kind of like a comic book that you’re going to fill in.
20minutes
10. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
E
F
G
.Silent Critique
Give everybody a bunch of dot stickers. Then, without speaking, everybody looks at the different
storyboards and puts a sticker on every idea or part of an idea they like. There are no limits to
how many stickers you can use, and I don’t even prevent people who want to brazenly vote for their
own ideas. By the end, you’ve got a kind of heat map, and some ideas are already standing out.
10minutes
11. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
E
F
G
.Five-minute critiques
Everybody gathers around the storyboards one at a time. First, people talk about what they liked, then
we ask the person who drew it if we missed anything important. Usually the best, most popular
ideas are the ones people can understand without an explanation, so the author of the
storyboard oſten doesn’t have anything else to add.
5min/idea
12. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
.Search for conflicts
A conflict is a place where there are two or more different approaches to solving the same
problem. Conflicting approaches are super helpful because they illuminate the choices for your
product.
Each conflict is like a little
gold mine. In business-as-
usual design, designers oſten
end up picking one approach
and going straight to high
resolution. When I was working
on products in-house, I’d oſten
get so caught up in that one
solution that I wouldn’t even
have time to think about how
else it could be done.
13. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
.Best shot or battle royale
You have two basic options for what kind of user study you’re going to run at the end of your sprint. You
can prototype several different approaches and test them against each other (the “battle
royale”) or you can go with a single prototype (the “best shot”).
The advantage of the “best shot” approach is that you can put a lot more work into that one prototype,
or just get it done faster. The “battle royale” works well for newer spaces where there really aren’t many
conventions, and you need to figure which one is going to work best for the user.
14. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
.Test your assumptions
What else should you test in your user study? Listing out your underlying assumptions is a good
way to revisit the big picture.
Try to come up with a way to test all your assumptions, either in the user study. If you can’t test
every assumption now, keep a list for next time. Untested assumptions are like takeout containers
in your fridge: if you leave them for very long, things get nasty.
15. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
A
B
C
D
.Whiteboard the user story
Now we’re going to make a storyboard that shows exactly how the user will step through
your prototype, click by click. This storyboard will become the spec for building the prototype.
This is an activity that the group does together — it’s actually the last group step before you break
for prototyping.
The group should be engaged and discussing what happens next and giving that brave soul holding
the whiteboard marker as much help as possible.
16. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
research, competitive review, and strategy
exercises.
Rapidly developing as many
solutions as possible.
Choose the best ideas and hammer out a
user story.
Build something quick and dirty that can
be shown to users.
RESEARCH & TEST CONTENT STRATEGY
.Create a real-looking version of storyboard
Quite simply, a prototype is anything a person can look at and respond to. A prototype doesn’t usually have
to be very complex in order to learn what you need to know. While it can be tempting to use “lorem ipsum”
when you’re building a quick prototype, don’t do it — always write real text for your prototype. Keynote is the
world’s best prototyping tool.
17. RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observations, analyzing the notes and presenting
in an enlightening, meaningful, and credible way.
Netnography approach allows not only the
simple evaluation of product-related
comments, but the exploration and analysis of
entire fields of innovation such as trends,
behaviors and motives as well as complex
problems.
The goals of usability test process include
establishing a baseline of user
performance, establishing and validating
user performance measures, and
identifying potential design concerns to
be addressed in order to improve the
efficiency, productivity, and end-user
satisfaction.
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
Ethnographic research usually involves observing target users in their natural,
real-world setting, rather than in the artificial environment of a lab or focus
group. The aim is to gather insight into
how people live; what they do; how they use things; or what they need in their
everyday or professional lives.
Ethnographic research relies on techniques such as observation, video diaries,
photographs, contextual interviews, and analysis of artefacts such as for example
devices, tools or paper forms that might be used as part of a person’s job.
Observations can be made at home, at work, or in leisure
environments. People can be studied with their family, on their own,
with work colleagues, or as part of a group of friends. Oſten one
participant may be recruited, but several more may be studied as part
of that person’s family or friends.
18. RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observations, analyzing the notes and presenting
in an enlightening, meaningful, and credible way.
Netnography approach allows not only the
simple evaluation of product-related
comments, but the exploration and analysis of
entire fields of innovation such as trends,
behaviors and motives as well as complex
problems.
The goals of usability test process include
establishing a baseline of user
performance, establishing and validating
user performance measures, and
identifying potential design concerns to
be addressed in order to improve the
efficiency, productivity, and end-user
satisfaction.
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
Netnography is a new qualitative method devised specifically to investigate
the consumer behavior of cultures and communities present on the
Internet.
Netnography is a great approach for consumer-centric (open)
innovation and cocreation. Conducted by interdisciplinary
project teams of researchers and designers the derived
insights are directly transferred into initial product solutions
for the early stages of the innovation process. Systematic
listening to online conversationsof highly involved consumers.
19. RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observations, analyzing the notes and presenting
in an enlightening, meaningful, and credible way.
Netnography approach allows not only the
simple evaluation of product-related
comments, but the exploration and analysis of
entire fields of innovation such as trends,
behaviors and motives as well as complex
problems.
The goals of usability test process include
establishing a baseline of user
performance, establishing and validating
user performance measures, and
identifying potential design concerns to
be addressed in order to improve the
efficiency, productivity, and end-user
satisfaction.
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
BRIEF
8-10 days 2 - 3 days 5 weeks
. Client detailed brief
. Selecting personas
. Deciding tasks
. Brief personas to Cast Agency
. Cast Agency arranges the participants
. Prepare test documents
(Questionaries, task rating documents)
. Organize test lab
. Face to face & one to one
. Each participant’s test will take 45 - 60 min
. Record the user’s behaviour and face
. Task Ratings
TEST ANALYSIS,
REPORT &
SOLUTIONS
PRESENTATION
. Identify problems
. Create solutions
. Visualize the solutions
(High fidelity wireframes)
.TEST PROCESS
20. RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observations, analyzing the notes and presenting
in an enlightening, meaningful, and credible way.
Netnography approach allows not only the
simple evaluation of product-related
comments, but the exploration and analysis of
entire fields of innovation such as trends,
behaviors and motives as well as complex
problems.
The goals of usability test process include
establishing a baseline of user
performance, establishing and validating
user performance measures, and
identifying potential design concerns to
be addressed in order to improve the
efficiency, productivity, and end-user
satisfaction.
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
A1- Defining & Arranging Participants’ Demographics and Background
Information.
Participants’ personas will be created based on target group demographics and
background information. Selected participants will be scheduled with a
professional cast agency over 3 testing days.
A2- Test Scenarios and Defining Usability Goals
Usability metrics will be defined that refers to user performance measured
against specific performance goals necessary to satisfy usability requirements.
Scenario completion success rates, error rates and subjective evaluations
(regarding ease of use and satisfaction will be collected via questionnaires)
will be used.
A3- Defining Tasks & Scenarios
Tasks and scenarios will be developed from use cases with the collaboration of
the client. Scenarios’ goals will be defined. (Critical errors, non-critical errors,
subjective evaluations, scenario completion times will be defined.)
Pre-test ProcessA
B
C
21. RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observations, analyzing the notes and presenting
in an enlightening, meaningful, and credible way.
Netnography approach allows not only the
simple evaluation of product-related
comments, but the exploration and analysis of
entire fields of innovation such as trends,
behaviors and motives as well as complex
problems.
The goals of usability test process include
establishing a baseline of user
performance, establishing and validating
user performance measures, and
identifying potential design concerns to
be addressed in order to improve the
efficiency, productivity, and end-user
satisfaction.
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
A
B
C
B1- Test Process
The goals of usability test process include establishing a baseline of user performance,
establishing and validating user performance measures, and identifying potential design
concerns to be addressed in order to improve the efficiency, productivity, and end-user
satisfaction.
B2- Analysis
All test data (videotaped content, questionnaires, observations) will be analyzed. That
consists of a presentation of the results; evaluate the usability metrics against the pre-
approved goals, specific usability problems.
B3- Final Report
Final report includes design inconsistencies and usability problem areas within the user
interface and content areas. Potential sources of error may include;
- navigational problems,
- graphic images & icons,
- control usage problems,
- presentation problems (informational areas, labeling etc.).
Test and Report
22. RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observations, analyzing the notes and presenting
in an enlightening, meaningful, and credible way.
Netnography approach allows not only the
simple evaluation of product-related
comments, but the exploration and analysis of
entire fields of innovation such as trends,
behaviors and motives as well as complex
problems.
The goals of usability test process include
establishing a baseline of user
performance, establishing and validating
user performance measures, and
identifying potential design concerns to
be addressed in order to improve the
efficiency, productivity, and end-user
satisfaction.
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
A
B
C
In order to solve the usability problems and clarify consistent ways for
displaying particular types of information on the user interface, refinement
recommendations and high fidelity wireframes will be prepared.
High-fidelity wireframes are better for documentation because of their
increased level of detail. These wireframes will include information about each
particular item on the page, including dimensions, behavior, and/or actions
related to any interactive element.
Solutions & High Fidelity Wireframes
23. DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGYRESEARCH & TEST
.MEANINGFUL CONTENT
Communicating to
people
.Communicating to people in a
way that they understand
Embracing plain writing principles
helps with this.
Being useful
.Being useful
By being purposeful in the
content that you include, omit
the needless.
Staying up-to-date
.Staying up-to-date and and
remain factual
When new information becomes
available, update the content or
archive it.
Being accessible
to all people
.Being accessible to all people
We have a responsibility to make
sure that all people can access
and benefit from the
information.
Being consistent
.Being consistent
Style guides, both for language
and design, helps people
understand and learn what we
are trying to communicate.
Being able to be found
Make sure that users can find the
content both through internally
through navigation and also
externally through search engines.
We help define the requirements
for the overall site.
Being able to found
.Understanding how user’s
think and speak about a
subject
Content should then be created
and structured based on that.
Doing this will also help you
with search engine optimization.
How user’s think &
speak about a
subject
.Reflecting the organization’s
goals and user’s needs
We discover your user’s needs
through conducting market
research, user research, and
analyzing web metrics.
Organization’s
goals &
user’s needs
Content strategy focuses on the
planning, creation, delivery, and
governance of content.
Content not only includes the words on
the page but also the images and
multimedia that are used.
Plans for the creation, publication, and
governance of useful, usable content.
.CONTENT PLANNING
.CONTENT ALIGNING
Plans for the creation, publication, and
governance of useful, usable content.
Aligning communication across channels
so that web content, print collateral,
social media conversations, and internal
knowledge management are working
toward the same goals (in channel
appropriate ways).
24. RESEARCH & TESTDESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
FINAL REPORT
DESIGN
DEVELOP
RELEASE