Design sprint Flashcards

1
Q

Goal of the Design sprint

A

The goal of design sprints is to solve a critical design challenge through designing, prototyping, and testing ideas with users.

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2
Q

Phases of design sprint

A

A design sprint is a time-bound process with five phases typically spread out over five full, eight-hour days.

understand, ideate, decide, prototype, and test.

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3
Q

First phases of design sprints

A

The understand phase
sets your sprint on the right track and helps your team get a clear picture of the design challenge. Your team takes time to learn from experts and engage in creative discussions with a lot of different people from other departments and industries. These conversations help you more clearly understand the design challenge.

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4
Q

Second phases of design sprint

A

Start this ideas phase by coming up with ideas and building off of them to create solutions.Once you’ve got the team thinking, each participant takes time to sketch and present their ideas. Don’t worry about your drawing skills here, the idea is what matters. On top of all the ideating that happens in phase two, you also need to start planning for user testing, which happens in phase five of the sprint.

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5
Q

Third phase of design sprints

A

By the time you reach phase three, you have a lot of potential solutions for your design challenge. Now it’s time to decide which solutions you want to build. Finally, you’ll wrap up the day by creating a step-by-step blueprint for your prototype.
Decide phase

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6
Q

phase four of design sprint

A

You’re now ready to build the first version of your new app feature. At the end of this phase, you don’t need a finished product, just something realistic enough to test with users. During this phase, you also finish prepping for user testing by confirming the test schedule, finalizing interview questions, and making sure your prototype is good to go.

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7
Q

Fifth phase of design sprint

A

Final phase: testing. Now it’s time to put your prototype in front of users. As users test your prototype, you observe how they react and then interview them about their experiences. Your team gains critical insight about changes that need to be made before you launch the new feature.

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8
Q

Design sprint

A

A Design Sprint is a unique five day process for validating ideas and solving big challenges through prototyping and testing ideas with customers

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9
Q

In five days, the Design Sprint will help you to

A

Understand. Map out the problem and pick an important area to focus.
Ideate. Sketch out competing solutions on paper.
Decide. Make decisions and turn your ideas into a testable hypothesis.
Prototype. Hack together a realistic prototype.
Test. Get feedback from real live users.

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10
Q

A decider.

A

hey call the shots. Whether that’s the CEO or senior executive, they should be involved in the discussions early on since their decision will influence the sprint goal and the final product.

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11
Q

Facilitator.

A

The time keeper. They keep track of the team’s progress during the Design Sprint and ensure that everyone is playing their part. They need to remain unbiased in their opinion when it comes to decision time.

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12
Q

Marketing expert.

A

The person who is skilled at crafting your company’s messaging to your customers.

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13
Q

Customer service.

A

They interact with your customers on a regular basis and truly understand who your users are.

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14
Q

Design expert.

A

They design the product and help to realise the vision of the goal.

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15
Q

Tech expert.

A

They are in the best position to understand what your company can build and deliver.

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16
Q

Financial expert.

A

They can explain how much the project will cost and how much the company can expect to get from it in return.

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17
Q

Design sprint long term goal

A

At the start of the sprint, you need to set a long term goal. This should serve as your beacon of light to keep everyone moving in the same direction. Once established, it’s important to turn the goal into actionable items by rephrasing your assumptions and obstacles into sprint questions.

18
Q

Empathy mapping.

A

The Empathy map is a visual way to better understand your users and prioritise their needs. The map helps to identify any key themes and problems affecting your users based on their quotes, actions, behaviours, pains and feelings captured throughout the user research and expert interviews.

19
Q

Customer Journey.

A

The Customer Journey map helps to visualise a customer’s end to end experience with your product or service. This allows the team to narrow down a broad challenge to a specific target for the sprint.

20
Q

Swim lane diagram.

A

Combining the Empathy map with the Customer Journey map will create a Swim Lane diagram. This diagram serves to create a heat map of the problems that exist within each step of the customer journey.

21
Q

How Might We method

A

The How Might We method is used to turn existing problems into opportunities. For example, if the problem is that “users struggle to know what to buy for their friend as a gift”, then the How Might We could be “how might we help the user better understand what they know about their friend?”.

22
Q

Step 2 Ideate the solutions methods Lightning Demos

A

Lightning Demos
Lightning demos encourage your team to research competitors and find examples of existing products that could serve as inspiration for your solution. Each person should give a 3 minute demo of their findings.

23
Q

Step 2 Ideate the solutions The four-step sketch method

A

Notes. Start with twenty minutes to take notes of the goal, opportunities and inspiration you’ve collected earlier on.
Ideas. Spend another twenty minutes drawing out rough ideas to form your thoughts.
Crazy 8s. Take your strongest solution and sketch out eight different variations of it in eight minutes, known as the ‘Crazy 8s’ exercise.
Solution sketch. Draw a detailed end to end solution for the problem in the next thirty minutes or more.

24
Q

Step 3 Decide on the best solution to prototype

A

The process to reaching consensus on the best solution can be carried out in five steps:
Art museum.
Heat map
Speed critique.
Dot voting.
Supervote.

25
Q

Art museum.

A

Put all the sketches on a wall to create an art gallery. Ideally, the sketches should be anonymous, so the facilitator should assist with hanging them up.

26
Q

Heat map voting

A

Each team member is given three dot stickers to assign to the sketches or parts of the sketches that they find interesting. This is to be done in silence.

27
Q

Speed critique.

A

Each member selects a drawing that is not their own and quickly walks through the solution, using sticky notes to capture the big ideas.

28
Q

Dot voting.

A

Each team member is given one vote (one dot sticker) to choose the best solution and justify their decision.

29
Q

Supervote.

A

The decider makes the final call with three votes (three dot stickers).

30
Q

a story board

A

On a whiteboard, draw five to seven frames (and up to no more than fifteen) to start the storyboard. The first frame should contain the opening scene to provide context and familiarity to your users just before they interact with your product. For example, it could be a simple web search, a store shelf, app store or social media site.

31
Q

Step 5 Create a prototype

A

Aim to create a prototype of “Goldilocks quality”. Ideally the quality should be good enough so that it appears real to users but not too much that you spend forever perfecting it. For example, creating mockups using Sketch or Keynote and importing that into a prototyping tool like Invision is an easy way to get software prototypes out quickly.

32
Q

Step 5 est your prototype with users

A

Test it with users
When it comes to user testing, the Nielsen model suggests that you only need to interview five users who fit in with your target customer profile. The rationale behind this is that testing more than five users diminishes the value of return since you will already have identified 85% of the problems after listening to five people.

The questions and tasks that you ask the user to perform during the interview should simulate a real world environment whilst the sprint team watches the recording in a separate room.

33
Q

Learning from feedback

A

Ideally, you should watch the recordings together as a group. Draw a table on a whiteboard divided up into five columns for the five customers and rows for each area or task of the prototype they addressed.
Look for patterns and themes in the feedback and work towards prioritising these into your backlog as items or features to address in the next iteration of your product.

34
Q

Product definition (1 step product design)

A

Stakeholder interviews:
interviewing key stakeholders to gather insights about business goals.

Value proposition mapping:
thinking about the key aspects and value propositions of the product: what it is, who will use it, and why they will use it. Value propositions help the team and stakeholders create consensus around what the product will be and how to match user and business needs.

Concept sketching: creating an early mockup of the future product (can be low-fidelity paper sketches of the product’s architecture).

35
Q

Product research (2 step product design)

A

This phase typically includes both user research and market research.
Individual in-depth interviews (IDI).
Competitive research.

36
Q

Analysis (3 step product design)

A

The aim of the analysis phase is to draw insights from data collected during the research phase, moving from “what” users want/think/need to “why” they want/think/need it.

Usually includes:
1Creating user personas.
2.Creating user stories.
3.Storyboarding.

37
Q

Design (4 step product design)

A

When users’ wants, needs, and expectations from a product are clear, product designers move to the design phase. At this step, product teams work on various activities, from creating information architecture (IA) to the actual UI design.

Usually includes:

Sketching.
Creating wireframes.
Creating prototypes.
Creating a design specification.
Creating design systems.

38
Q

Design (4-step product design)

A

When users’ wants, needs, and expectations from a product are clear, product designers move to the design phase. At this step, product teams work on various activities, from creating information architecture (IA) to the actual UI design.

Usually includes:

Sketching.
Creating wireframes.
Creating prototypes.
Creating a design specification.
Creating design systems.

39
Q

Design (4-step product design)

A

When users’ wants, needs, and expectations from a product are clear, product designers move to the design phase. At this step, product teams work on various activities, from creating information architecture (IA) to the actual UI design.

Usually includes:

Sketching.
Creating wireframes.
Creating prototypes.
Creating a design specification.
Creating design systems.

40
Q

New card number one

A

This is a new card number one