design sprints: practical mechanics · design sprint ground rules: 1. the facilitator is in charge...

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Design Sprints: Practical Mechanics

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Page 1: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Design Sprints:Practical Mechanics

Page 2: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 3: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 4: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 5: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

First things first...

Page 6: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 7: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

What is goal of a Design Sprint?

Page 8: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Design Sprints are primarily about learning, alignmentand goal definition.

Page 9: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

And we’re gonnabuild & test a realistic prototypein 5 days.

Page 10: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

And we’re gonnabuild & test a realistic prototypein 5 days.

seriously.

Page 11: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

We won’t solve everything in a week.

And we shouldn’t expect to.

Page 12: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

We’ll either win, or we’ll learn.

Page 13: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Design Sprint ground rules:

Page 14: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

1. The Facilitator is in charge of the schedule.

Page 15: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

2. The Decider makes all tough decisions.

Page 16: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

3. Choose up to 7 sprinters based on what you’re solving for.

Page 17: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

4. No devices in the room.

Page 18: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

5. Commit or Quit.

Page 19: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 20: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 21: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 22: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 23: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 24: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 25: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 26: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 27: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 28: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 29: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 30: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 31: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 32: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 33: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 34: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 35: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 36: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 37: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 38: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 39: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 40: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 41: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 42: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 43: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Let’s do this.

Page 44: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 45: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Preview of the sprint:

Page 46: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 47: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 48: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 49: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Nobody knows everything, so we’ll share info.

Page 50: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Ask the experts

Talk to one person at a time and take “How Might We” notes.

Page 51: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 52: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 53: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Make a map

This will be a simple diagram with around 5-15 steps.

Page 54: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 55: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Pick a target

Choose a customer and a focus on the map.

Page 56: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 57: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 58: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 59: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Group brainstorms don’t work, so you’ll sketch alone.

Page 60: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Sketch

The process goes step-by-step to make it easy.

Page 61: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Your sketches will look like this:

Page 62: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 63: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Just kidding.More like this:

Page 64: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 65: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 66: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 67: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 68: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

We’ll make fast decisions without groupthink or sales pitches.

Page 69: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Sticky decision

Choose the best sketches with silent review and structured critique.

Page 70: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 71: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Turn the winning sketches into a storyboard:

Page 72: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Before After

Page 73: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 74: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 75: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 76: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

A realistic facade is all we need to learn from customers.

Page 77: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 78: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 79: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 80: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 81: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

5 customer interviews are enough to reveal big patterns.

Page 82: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Interview 5 customers, 1:1.

Page 83: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Team watches from other room.

Page 84: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 85: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 86: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

At the end of the sprint, we’ll know what to do next.

Page 87: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

(Often, it will be to fix the prototype and test it again.)

Page 88: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 89: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 90: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters
Page 91: Design Sprints: Practical Mechanics · Design Sprint ground rules: 1. The Facilitator is in charge of the schedule. 2. The Decider makes all tough decisions. 3. Choose up to 7 sprinters

Lauren Antonelli Senior Director, Strategic Operations

[email protected]

Q&A