A Design Sprint is a five-day framework that uses design thinking principles to identify the right problem to solve, generate ideas to solve that problem, and test solutions. The five days consist of understand, diverge, converge, build, and test phases to discover answers fast through prototyping and user feedback. This process aims to increase the chances of creating something people want by gathering evidence-based insights rather than opinions.
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.
The document describes the Design Sprint process, which allows teams to solve design problems and test ideas with customers in 2-5 days. The process involves 5 stages: 1) Understand the problem through research, 2) Diverge by generating many potential solutions through brainstorming techniques, 3) Converge by defining a prototype and assumptions to test, 4) Prototype quickly using paper or digital tools, and 5) Validate by testing the prototype with users and gathering feedback. Design Sprints use methods from Design Thinking to help teams break out of processes and focus on the user perspective to create innovative products.
This presentation was given at a Design Thinking workshop as part of Philly Tech Week 2017. Topics covered include an intro to design thinking, a User Journey mapping activity, and a Team Design Challenge.
The key points:
▫️Empathy in business and how to measure it?
▫️Design thinking tools
▫️How to handle uncertainty as the project evolves?
▫️Design thinking in IT — how does it work?
▫️Tips and tricks on design thinking methodology.
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.
The document describes methods for conducting a design sprint, which is a framework for teams to solve design problems in 2-5 days. It discusses the typical stages of a design sprint: understand the problem, define strategies, diverge ideas, decide on ideas, prototype the selected ideas, and validate them with users. It provides examples of specific methods that can be used at each stage, such as conducting user interviews and lightning talks in the understand stage, creating user journeys and defining design principles in the define stage, and testing prototypes with users in the validate stage. The document is intended to help teams plan and facilitate effective design sprints.
This document provides an overview of design thinking and its application in education. It discusses design thinking as both a process and a way of thinking. The document then outlines the typical stages of the design thinking process - discovery, ideation, iteration, and evolution. It provides examples of how design thinking has been implemented at MICDS, such as in curriculum development projects. The challenges students may face with design thinking are also examined, including patience with the process and not rushing to solutions. Overall, the document promotes design thinking as a valuable framework for problem-solving and innovation in education.
This document discusses product discovery and defines it as determining "what to build", "why is this product needed", "who has the problem", and "what should be built". Traditional product discovery is viewed as pre-work to generate ideas, but it faces challenges in fast-paced environments where needs change. Agile focuses on how to build well but not what to build. The document advocates for modern product discovery approaches like design thinking, lean startup, and dual-track development to focus on quick, validated learning through customer development and business model innovation. Key aspects of product discovery discussed are understanding customer pain points, jobs-to-be-done, and determining what customers would pay for.
This is a short talk and workshop (30' + 90') to give a first introduction to design thinking. Gives theory foundation, notes a few different approaches, and then dives into one of them.
This presentation was first done at ImpactON / StartupChile evening in 2015.
This document provides an overview of design thinking. It discusses how design thinking is an iterative process that involves empathizing with users, defining problems from the user's perspective, ideating solutions, prototyping ideas, and testing prototypes. Rather than taking problems at face value, design thinking challenges assumptions to reframe problems in a human-centered way. It encourages exploring unknown aspects of problems and generating alternative solutions. The document provides examples of how well-known problems could be viewed more broadly and solved innovatively using a design thinking approach focused on user needs rather than predefined solutions.
This document discusses product validation through product discovery. It notes that 64% of software features are rarely or never used, so product discovery is important to ensure the right product is built for the right audience. Product discovery involves understanding customer needs through techniques like ideation, opportunity assessments, customer discovery, story mapping, MVP testing, prototypes, and user testing to minimize risks and learn fast. The goal is to gain evidence that the product engineers build will not be a wasted effort. Product discovery is then followed by product delivery to build and ship the product.
Introduction to reasoning and design thinking.
Reasoning is associated with thinking, cognition, and intellect.
Design thinking is a deeply human process that taps into abilities we all have but get overlooked by more conventional problem-solving practices.
A summary of the basic principles of design thinking, human centered innovation and its application to strategy. Created by Natalie Nixon of Figure 8 Thinking.
This document provides an excerpt from slides for a 2-3 day professional training on design thinking and innovation management. The slides cover the basics of design thinking, including its origins and nature, how it is portrayed in the media, and how it relates to strategic thinking. Design thinking is presented as a way to take an outside-in perspective focused on customer needs and experiences to drive value creation and innovation. The training is intended to help participants better understand design thinking and apply it to innovating without unrealistic expectations. The facilitator also provides strategy advisory and training on other topics beyond design thinking.
A must read for all creatives who suffer that usual struggle with the initial part of the creative process: Brainstorming. Also for people interested to know how ideas are generated and how human mind responds to creativity challanges.
Would you like to be able to increase the adoption rate of your product? In this session, we will introduce you to cutting edge concepts and techniques to shift your product development process from output to outcome driven. We will combine elements of Lean Startup, Product Discovery, and Experiment Driven Development to accelerate learning to quickly build products customer love.
The document describes a design thinking workshop to help participants understand and apply the design thinking process. It outlines the workshop agenda which includes an icebreaker activity, video, and explanations of key design thinking concepts like empathy mapping and customer journey mapping. Participants are then led through design thinking steps to reimagine a frustrating daily experience, coming up with ideas and prototypes to test solutions. The workshop aims to show design thinking as a human-centered approach integrating user needs, technology possibilities, and business factors to solve problems in an iterative, non-linear way.
The document provides an overview of how to run a design sprint to develop experiences for wearable devices like Glass and Android Wear. It describes the 5 stages of a design sprint: understand, diverge, decide, prototype, and validate. In the understand stage, participants learn design principles, define a design challenge, and create user personas. In diverge, participants individually brainstorm ideas and then collaborate as a team. They map out ideas based on value and difficulty. The overall goal is to generate innovative ideas for the user personas within a short time-bound 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
You help the host and players run the prototype experience smoothly. You may also take notes.
After the testing, you need to capture and consider the feedback. Use a feedback capture grid to structure your
discussion and reflection on what you learned from the testing. Consider both feedback on the solution and
new insights about the user.
The goal of testing with users is to learn, not to validate your ideas. Stay open and curious.
METHOD
User-Driven Prototyping
User-driven prototyping is an approach where you involve users directly in the process of developing and
refining prototypes. This approach can be very powerful for gaining empathy and developing solutions that
truly meet user needs
The document outlines a 3-day structure for a product design sprint. Day 1 focuses on understanding the problem through lightning talks, affinity mapping, and sketching ideas. Day 2 has teams decide on a solution through sketch presentations and storyboarding a prototype. Day 3 involves prototyping, user testing, and validating the proposed solutions through feedback. The sprint uses divergent and convergent thinking techniques to move from exploring the design space to agreeing on solutions to test.
A workbook that facilitates a User Centered Design Charrette created by students in the Human Centered Design and Engineering Department at the University of Washington.
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
Validate Your Ideas Quickly with Google Design SprintBorrys Hasian
This was presented at Compfest, an annual one-stop IT event held by students of Faculty of Computer Science, University of Indonesia. The deck is about Design Thinking and Google Design Sprint.
Design thinking is a creative process for solving human problems centered around empathy, ideation, and prototyping. It involves observing users to understand their needs and pain points, then brainstorming and testing solutions to prioritize features that address customer needs. The key steps are to empathize with users, define problems, ideate many solutions, and prototype ideas to gather feedback before planning development. Design thinking helps startups foster collaboration, get to market faster with clear goals focused on user needs rather than "pet features."
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/
During the Define stage, you put together the information you have created and gathered during the Empathise stage. This is where you will analyse your observations and synthesise them in order to define the core problems that you and your team have identified up to this point. You should seek to define the problem as a problem statement in a human-centred manner.
Critical Hit! The importance of critique and how to effectively integrate it ...jpmcardle
- Critique is an important part of the design process that allows teams to observe problems, orient perspectives, decide on solutions, and act quickly through feedback, similar to the OODA loop framework.
- Early and frequent critique improves ideas through iteration and helps teams adapt faster than competitors. It should involve diverse viewpoints from inside and outside the design team.
- Benefits of critique include quicker reaction to challenges, competitive advantage by identifying problems faster, and avoiding failed projects by continually improving the design process and craft.
The document summarizes a workshop on prototyping and piloting organized by Equinox Education. It discusses different types of prototypes including sketches, paper interfaces, storyboards, and role-playing. It emphasizes that all prototypes are disposable and should focus on validating the core idea by testing with real users. A pilot is defined as a productionalized system for a subset of an audience used to better understand how a product will be used and refine it.
This document discusses participatory design and how to conduct remote participatory design sessions during the COVID-19 pandemic. Participatory design involves stakeholders in the design process to better understand their needs. It describes common participatory design activities like generative collaging to elicit ideas and reflective card sorting to evaluate concepts. When planning remote sessions, the document recommends keeping the technology simple, designing effective recruitment, considering the at-home experience by sending materials, and being flexible with logistics like shorter sessions to avoid fatigue from long video calls. The goal is to effectively engage participants remotely to gain insights through adapted participatory design activities.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
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.
Silent prototyping - going from analog to digital - Point BlankMerlien Institute
Presented by Dörte Töllner, Co-Founder and Managing Director
& Lorri Hofer, Director Consumer Research
at Market Research in the Mobile World Europe
8 - 11 October 2013, London, Europe
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
The engineering design process consists of 8 steps: 1) define the problem, 2) do background research, 3) brainstorm solutions, 4) choose the best solution, 5) develop the solution, 6) build a prototype, 7) test and redesign, and 8) repeat the process as needed until the best solution is found. Engineers follow these steps to systematically solve problems by researching user needs, generating ideas, testing solutions, and improving designs.
This document outlines the process of a design sprint used to validate product ideas. It discusses gathering inputs from various perspectives, defining problem statements and hypotheses to test, conducting rapid prototyping and user testing, and analyzing results to determine whether to pivot, kill, or continue an idea. The goal of a sprint is to learn quickly without fully building products in order to reduce risk and build the right solution for customers. Interactive prototyping and usability testing are emphasized over traditional design approaches to gather early feedback and make data-driven decisions.
This document discusses different approaches to making HTTP requests and parsing JSON responses in Android applications. It first shows the traditional approach using HttpClient and JSONObject, then introduces several popular libraries that simplify these tasks, including Butterknife, Retrofit, Picasso, RoboSpice and Lombok. It focuses on Retrofit, explaining how to define models, services, make requests using callbacks, and convert responses to Java objects using GSON. The document promotes Retrofit as a simple solution for replacing raw HTTP connections and parsing responses. It ends by providing the author's contact details.
Fundamental and Practice.
Explain about microservices characters and pattern. And also how to be good build microservices. And also additional the scale cube and CAP theory.
This document outlines the steps of a Product Design Sprint (PDS) methodology for developing new product ideas. The PDS involves gathering a cross-functional team, understanding user needs, rapidly generating concepts, deciding on a solution to prototype, testing prototypes with users, and iterating the design based on feedback. Key aspects of the PDS include constraining the problem scope, diverging and converging on ideas, creating low-fidelity prototypes, and running multiple short cycles of prototyping and user testing to quickly refine the design. The goal of the PDS is to compress the design process through rapid iteration and validation with end users.
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An Introduction to Housing: Core Concepts and Historical Evolution from Prehi...Aditi Sh.
This comprehensive PDF explores the definition and fundamental core of housing neighborhoods, tracing the evolution of housing from prehistoric times 2.5 million years ago to the early 19th century Industrial Revolution. It delves into the various stages of housing development, highlighting key innovations, cultural influences, and technological advancements that shaped the way humans have built and inhabited homes throughout history. This document serves as an essential resource for understanding the dynamic history of human habitation and the ongoing transformation of housing neighborhoods.
Mastering the Art of Textures and Patterns in Interior Design.pdfFreixa Home Design
When it comes to enhancing your living space, interior design services play a crucial role in transforming mere rooms into personalized sanctuaries. From selecting the right textures and patterns to arranging furniture and accessories, interior design services encompass a broad spectrum of expertise aimed at creating harmonious and functional environments.
In human communication, explanations serve to increase understanding, overcome communication barriers, and build trust. They are, in most cases, dialogues. In computer science, AI explanations (“XAI”) map how an AI system expresses underlying logic, algorithmic processing, and data sources that make up its outputs. One-way communication.
How do we craft designs that "explain" concepts and respond to users’ intent? Can AI identify, elicit and apply relevant user contexts, to help us understand AI outputs? How do explanations become two-way?
We must create experiences with systems that will be required to respect user needs and dynamically explain logic and seek understanding. This is a significant challenge that, at its heart, needs UX leadership. The safety, trust, and understandability of systems we design hinge on the way we craft models for explanation.
Mastering Web Design: Essential Principles and Techniques for Modern WebsiteswebOdoctor Inc
Dive into the dynamic world of web design with our comprehensive guide that covers everything from foundational principles to advanced techniques. Whether you're a beginner looking to understand the basics or a seasoned designer aiming to refine your skills, this article offers invaluable insights. Explore topics such as responsive design, user experience (UX) optimization, color theory, typography essentials, and the latest trends shaping the digital landscape. Gain practical knowledge and actionable tips to create visually appealing, functional, and user-friendly websites that stand out in today's competitive online environment. Perfect for designers, developers, and anyone passionate about crafting compelling web experiences, this guide equips you with the tools needed to elevate your web design proficiency to new heights.
9. Get The Team
• Designer
• C levels / Director
• Product manager
• User expert
• Engineer
• Marketer
• Anybody else who’s interested
10. There are 5 stages
Understand Diverge Decide Prototype Validate
What are the user
needs,
business need and
technology
capacities,
the key strategy and
focus
How might we
explore as many
ideas as
possible
Select the best
ideas so far
Create an
artifact that
allows to test the
ideas with users
Test the ideas
with users,
business
stakeholders
and technical
experts
11. Understand
360 lightning talks on
business goals,
technology and user
research
Visiting users in the field
where the product is used
Stakeholder map
User interviews
Summarize the learnings
Competitive Overview
12. 360 degree
lighting talks
To understand the problem
from many point of you.
The talk should include
1. Business goals and
success metrics / 5
mins
2. Technical capacities
and challenges / 5 mins
3. Relevant user research
/ 5 mins
4. Lay it out the existing
page/screen and feel
the experience
13. Competitive Overview
What other products and
services can inspire the
team work?
A brief review of 3-10 similar
projects can be a great way
to kick start the sprint.
For example, if a team is
working on a online store
experience, they might want
to visit the sites, such as
Google Play and list what
they like and dislike.
14. User Interviews
Users are the ultimate judges of
whether a product is good or not.
This is why it’s a great idea to
start a sprint by finding and
interviewing users.
The user interviews should
include questions about how
users use a particular product,
and what they like and dislike
about it.
When designing a new product,
the interviews can focus on what
alternative ways users employ to
solve their problem.
15. Field visits
In some cases, interviews by
themselves are less useful than
visiting users in the context
where they use the product.
For example, if making a product
for technical support teams, it’s
useful to visit the offices where
they work and the space where
they meet clients.
Field visits include all the best
practices of a user interview, but
additionally allow the team to
understand the context.
16. Stakeholder map
Products and services often have
multiple types of people they are
designed for.
The stakeholder map lists all the
possible people concerned in a
situation.
30 minute how-to
1. List all possible stakeholders in
a project / 10 min
2. Group the stakeholders in
meaningful sections / 2 min
3. Decide what stakeholders you
will design for during the sprint,
and in what order.
4. Plan need finding activities and
consider creating a team to
work on each group.
17. Summarize the learnings
Use sticky notes to share the ideas,
and group them into themes. Vote on
the best ideas, the ones that bring the
most insight and should be pursued.
This exercise is a “first check” and not
a final decision on a direction. The
team will continue to learn and decide
in the later stages, so nothing at this
point is final.
For more information, read more about
the “How might we?” method
attributed to by IDEO and described a
number of articles online.
18. Diverge
Crazy 8
Silent critique
Sketch storyboard
in 5 minutes
explore as many ideas as possible
Define the part of
problem
Take notes Mind Map
Three minute
critique
Super vote
19. Define the 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.
20. Take 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.
21. 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.
22. Crazy 8 in 5 min
This is a great technique that
originates from Gamestorming
workshops. It invites the team to work
individually, and sketch 8 ideas in 5
minutes. It’s a great warm up exercise!
7 minute how-to:
1. Give everyone a sheet of paper
and ask them to fold it 3 times 1
min
2. Ask the team to unfold the paper
and notice the 8 grid rectangle
created.
3. Ask them to sketch 8 ideas in 5
mins, one in each rectangle.
/ 5 min
23. 1 storyboard in 10 min
Sometimes, the ideas are too
complex to express on 1 page. This
is when your team need to think in
terms of stories or flows.
Ask your team to sketch a
storyboard of all the key steps the
user much take. If your team is new
to design, encourage them to think
in terms of comic book strips :).
24. Zen Voting / Silent
Critique
After the sketching, it’s time
to share the ideas on a
whiteboard. Encourage
sprinters to do zen voting:
reviewing the ideas and
voting in silence.
This allows everyone to form
their own opinions before
they get biased by others.
25. Three minutes critique
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.
28. Search for conflicts
Now put the same area in
same category. It might be
more than one approaches
and it is conflict.
Each conflict is like gold
mine.
29. Team review &
decision on what to
prototype
At this point, the team can
discuss the best ideas and
decide which ones to
prototype.
Best shot or battle royale?
30. Thinking hats
If your team is new or tends
to be biased in their opinion,
assign everyone a Thinking
Hat. Each hat represents a
different point of view that’s
valuable and that can enrich
the final decision.
Encourage everyone to
choose a perspective and
discuss the decision from
that point of view.
31. Whiteboard 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. Get one person to draw, but don’t make them figure
everything out on their own.
33. Prototyping
A prototype is something
that makes your ideas “real
enough to feel”, so you can
get feedback from users.
Teams tend to spend the
most time in this stage.
A prototype could be:
● Mock
● Demo
● Video
● Physical prototype
34. Validate
User Test Stakeholder feedback
Technical feasibility
check
Test the ideas with users, business stakeholders and technical experts
35. User Testing
As soon as the team is done
prototyping, it’s time to test.
A simple user test can
uncover valuable insights
very quickly.
What do users like and
dislike in the prototype?
What would they like to
improve?
Does the solution meet their
needs overall?
36. Stakeholder validation
The key stakeholder of the
projects often is the one who
decides to fund or allocate
resources to the ideas. This
person may be the Director
of the group or the CEO of
the company.
Their review and approval is
essential for the sprint to
succeed.
37. Technical feasibilty
validation
Do the design ideas match
or exceed the technical
capacity of the team?
An engineering review can
help the team scope the
work appropriately, and
discuss potential
workarounds.