UX Playbook

Design sprint

The Design sprint at Hike One follows the four day programme. This differs from the schedule as laid out by Jake Knapp in the book, but most activities remain the same. The week is built up as follows:

Why should you organize a Sprint?

Create meaningful results from scratch: Sprint is a great approach for getting quick results in just a short period of time. Developed at Google Ventures, it is a great process to start a project, getting unstuck or accelerating projects that are already in motion.
The sprint is a four-day process for answering critical business questions through design, prototyping, and testing ideas with customers. Working together with companies, product-owners and other stake-holders, we shortcut the usual endless-debate cycle and compress months of time into a single week. Instead of waiting to launch a product to understand if an idea is any good, we tend to quickly learn from users that test a prototype that we build in one week.

You can use Sprints for new websites, apps and all kind of (digital) products. It’s designed to take extra risk, whithout the risk of losing a lot of money. So if your client needs a small update on his product or just wants a concept visualised for a new idea, ask yourself if they really need a Sprint. Check with other facilitators or the Design Sprint method owner (Oscar) to be sure.

New to Sprints? Hike One did sprints for Urban Arrow, Philips.com, Buienradar, Dümmen Orange, PostNL concept, Delta, Ziggo Zakelijk, Drop & fly and many more.

Remote or non-remote sprint?

During times of Covid we did a lot of remote sprints, and used Miro extensively. Remote sprints have the added benefit of less travel time, less preparation stress and all notes digitalized immediately. Downsides include less fun and interviews that have to be done remotely as well.

If you are not sure what to choose, consult some of your fellow facilitators.

Who is involved?

The ideal sprint team is between four and seven people. Next to a few prototypers (usually an interaction- and visual designer), try to include the following roles:

Decider

The decider is the one who makes all the tough decisions. He or she needs to have a deep understanding of the problem you are trying to solve. And more importantly: they need to have mandate from the company to decide on a direction for the product - you cannot afford to have a decider go out for consultation whenever a difficult decision needs to be made. Often the decider role is filled by a product owner, product manager, owner or CEO - but heads of customer service, lead engineers, and sales execs have also filled this role on occasions.

Prototyper(s)

It is recommended to have at least two or three prototypers in your team: people who can contribute to visualising and building the prototype. Prototypers can be designers, user experts, marketing experts, developers etc. It is recommended to include at least one designer - someone who looks at the issues at hand differently from people that are working on the product from day-to-day.

Facilitator

The facilitator is in charge of the process. He or she will lead the discussions, ensures the team sticks to the schedule and preserves the team's energy by scheduling enough breaks and initiating energisers.

How to decide who participates

The rule of thumb is: if they can contribute to the prototyping on Wednesday it's probably a good idea to invite them. For everybody else: include them by either inviting them as experts on Monday or invite them to observe during the usability test on Thursday.

Preparation

Selling a Design Sprint

Ideally, the facilitator is involved in the very first step in the process (selling a Design Sprint). That way the facilitator, who knows all about the Design Sprint, can help decide if the project at hand could be started with a Design Sprint. If in doubt, discuss with the Design Sprint method owner (at this moment: Oscar). Here's a slidedeck I used recently to sell a DesignSprint, but ask Oscar anytime if you have any questions.

Meet with your decider & Inventory workshop

Before you start your sprint, try to meet with your client. Do this well ahead of time, preferably 2-3 weeks. Often the product owner / client is also the decider in the design sprint, but this doesn't have to be the case. Try to get insights on the project and find out why they want to do a design sprint.

With the four day sprint, there is less time especially on the Monday morning. Therefore in most cases we do a 2,5 hour Inventory workshop at least one week before the Sprint. In this workshop the entire sprint team is asked to join. The facilitator explains how a Design Sprint works, and we do a workshop to interview the Decider and team members. The goal is to end with a well defined Sprint challenge.

To make sure you cover all of the important topics (about the subject as well as about all practicalities) use the presentation slides to help guide the Inventory workshop. Afterwards, note the agreements down in an email, dropbox paper or document, using the e-mail format provided.

Download: [Design Sprint - Facilitator guide](https://drive.google.com/file/d/1YLnZOITdBbQzNzaWPmJ39XPSz8mOj0oL/view?usp=sharing) _(Hike One only)_

Download: [Design Sprint - Inventory slides](https://docs.google.com/presentation/d/19ksSgC08GIZifD_7vpmNtrK86GnHUip1QYJOzSUsoPU/edit?usp=sharing) _(Hike One only)_

Miro template: [Miro board](https://miro.com/app/board/o9J_lmJtzYI=/) _(view only)_

Read: How write a [design challenge](https://www.linkedin.com/pulse/build-a-sprint-challenge-10-seconds-less-claire-shapiro/) _(article)_

Find the latest version of these files on Google Drive (Hike One only)

What to ask?

If it concerns an existing project, try to ask for:

Does it concern a new opportunity?

Other topics:

Invite the experts

On day one we interview 1-3 experts that can bring input on the table. You interview them and based on their input your Sprint will take shape. The experts are people that are on top of things like: distribution, product development, engineering, customer service, project manager, etc.We invite them for interviews — can also be done by phone — and they don’t have to prepare anything. If they have something important to show the can bring it with. Make sure you invite them well before the Sprint starts. If there are no experts? Postpone your sprint and rethink your options.

Design Sprint week

Day 1 (Monday): Define

Monday is used to gather insights, define the challenge, choose a target and create possible solutions.

You always start your sprint with a short kick-off to introduce yourself, the team, the sprint program and have the decider present the challenge. The rest of the first day is about sharing information and creating a shared understanding.

[Design Sprint Monday](https://docs.google.com/presentation/d/1i137yZ2jhN5C6A4vDWy2bK1Q3JT25-3Wuue5BfnpBzE/edit?usp=sharing) _(Hike One only)_

Find the latest version of these files on Google Drive (Hike One only)

Day 2 (Tuesday): Decide

Tuesday is all about narrowing down all the solutions towards one single solution with the best ideas. You will do this without endless group discussions.

[Design Sprint Tuesday](https://docs.google.com/presentation/d/1h-xT2jmcVMYMcgWUT6Xzde-31Nugxd--qJlDIx7mmtM/edit?usp=sharing) _(Hike One only)_

Find the latest version of these files on Google Drive (Hike One only)

Day 3 (Wednesday): Prototype

On Wednesday you will create a prototype for the chosen solution. You will use the skills available in the team to create something that will look realistic enough to get honest feedback from users.

Day 4 (Thursday): Test

On the 4th day of the sprint you will hold up your designs to actual user. The feedback you gather will help decide if the chosen direction is something worth pursuing further and/or what needs to be improved to get there.

Miro template: [Miro board](https://miro.com/app/board/o9J_lmJtzYI=/) _(also useful when doing your Design Sprint in-person)_

Best practices

These best practices are gathered from retrospectives. This is not a design sprint manual, just a few extra suggestions.

Monday (define)

Tuesday (decide)

Wednesday (prototype)

Thursday (test)

Wrap-up

You've made it through the week! Good job!

Now it's time to look ahead; your work is not done yet. Here are a few things to keep track of after the week has finished.

Prepare a presentation

Summarise the sprint week, recap the challenge and sprint questions. Present the final design, optionally together with a highlight reel from the usability test. Finally lay out the findings from the usability test and possible follow-up steps.

If you are scheduled to make a report, check out some examples [here](https://drive.google.com/drive/folders/1jpZzRSLDKzE1NWBun0a55foM8TszgoO1?usp=sharing). _(Hike One only)_

Retrospective

Do a retrospective with the team the Monday or Tuesday after. Share the outcome with one of the writers of these Design sprint articles.

Share the prototype

Make sure you share the prototype and other material created throughout the week with your client. Sometimes it's also nice to share the prototype with your colleagues on Slack, if the project / client permits it.

Create a compilation video / highlights reel

It can be useful to create a compliation video with a few key moments from the interviews during the test day. A few suggestions for creating such a video:

Think about the next steps

Discuss possible next steps with the decider and/or product owner/manager. Often the design sprint is followed up by an iteration sprint the further refine the solution before moving into production mode (scrum).

What do you need

Tool
A3 paper
Design Sprint Suitcase
TimeTimer clock
Thick and small markers, pencils, etc.
Post-its (rectangle & xl)
Dot stickers in different colours
Tape
Usability test case (for the usability test on Thursday)
Bit Timer on your phone/tablet (for the Crazy 8s exercise, iOS only)
Brown paper (optional)
A role of Magic White Board (optional)
Design Sprint checklist

Learn more