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Solving Design and Business Problems
in 5 days 3 days with
Design Sprint
Borrys Hasian
Google Expert UX/UI, CEO Circle UX
15 Jan 2017
Innovation is the
sweetspot
Design Sprint to the rescue!
Design sprint is a
framework for teams
of any size to solve
and test ideas in 2-5
days.
Google Design Sprint
Understanding
users, business,
and technology.
Define focus and
key strategy.
Sketches, and
decide.
Prototype and
validate.
“Product design is about creating something
that’s right for your customer by completely
understanding what they feel, what they
think, and what they want.
But ultimately, designing a product means
designing something that sells.”
Scott Hurff
Design Sprint
Design sprints are a framework for
teams of any size to solve and test
design problems in 2-5 days.
Design Sprint Playbook
Overview
We’ll be building and
testing a realistic
prototype in 3 days.
Design Sprint
You will be
sketching
something like this
How about this one?
Collaborate
better.
Design vs
Production.
Validate your
ideas and iterate
design solution
quickly.
Sprint Master is in charge of the schedule.
The Decider makes all tough decisions.
No devices in the room.
Some Rules
Overview
Day 1 Understand (+ Define)
Day 2 Sketch
Decide
Day 3 Prototype
Validate
Before we start the
sprint...
Appoint Sprint Master
Sprint Master is the facilitator. The person is not
doing the activities, e.g sketching. He/she will guide
the sprint team, challenge assumptions and asking a
lot of WHYs to the team.
Set Sprint Challenge
Statement
If we don’t set the
challenge, we’ll
spend hours
without clear
direction.
See Penrose Stairs.
Relevant, Tied to the team goals, Concise
Inspiring
Focused on a target user or target segment
10min. Each team to define key challenge
Challenge Examples
Challenge
Design a reliable and fun
personal internet experience for
male age 25-34 , aiming Q1 2017
launch.
Deliverables for this sprint
A prototype for testing.
Example
See List of adjectives
Challenge
Design a trustworthy and fancy
mobile shopping experience for
male age 25-34 , aiming Q1 2017
launch.
Deliverables for this sprint
A clickable prototype for testing.
Example
See List of adjectives
Challenge
Design a trusted and engaging health
service experience for
female age 25-34 , aiming Q1 2017
launch.
Deliverables for this sprint
A clickable prototype for testing.
Example
Challenge
Design a fun and engaging
entertainment destination
experience for
female age 18-34 , aiming Q1 2017
launch.
Deliverables for this sprint
A clickable prototype for testing.
Example
Challenge
Design a fun and engaging video
conference experience for
female age 24-35 , aiming Q1 2017
launch.
Deliverables for this sprint
A clickable prototype for testing.
Example
Challenge
Design a fun and engaging mobile payment
experience for female age 24-35 , aiming Q1
2017 launch.
Deliverables for this sprint
A clickable prototype for testing.
Example
Project Map
In Project Map, the goal is to understand
the existing user experience, online
and offline.
Don’t talk about the solution yet.
Don’t talk about the pain
points/challenges/issues/opportunities.
Write down the users on the
left, this can include customers
(end users), sales people,
stakeholders, etc.
Write down their end goals on
the right.
Capture the steps they need to
take to get there.
45min. Project Map
User 1
User 2
Primary end
goal
Secondary end
goal
Step 1 Step 2 Step 3
User 3
Step 2
Young
professional
(woman)
Merchants
Received the
clothes.
Get updates on
fashion trend.
Search
clothes
based on
theme
Add to
Cart
Set delivery
details
Make
Payment
Example
Upload
products
Call Uber Arrive at the
shopping mall
Get money from
the ATM
Shopping
Get delivery
Download
app
Now we’re going to
start the sprint...
Design Sprint
Stage 1. Understand
What are the user needs,
business needs/goals and
technology capacities?
Stage 1. Understand
What is it all about?
Stage 1. Understand
the Output:
Post the ideas
and insights
people generate
HMW…
Putnoteshere
Pain point
Issue
Problems
Opportunity
Actionable/Tangible
point
12m: Project vision/business goals.
12m: Voice of the users.
12m: Existing Product Audit/Design Evolution
12m: Competitor Audit.
12m: Technology: Considerations and Opportunities
60min. Method: 360 Lightning talk
Stage 1. Understand
HMW’s (How Might We…?)
Write with a thick dark
sharpie/marker.
Be succinct.
One idea per sticky note.
Not too broad, and not too
narrow.
If you don’t write it down it
can’t be voted on.
HMW…
Makepeoplehappier?
HMW…
Showthe
lock/certificateicon?
HMW…
Buildtrustforour
paymentsystem?
Too broad Too narrow
HMW method from d.school
Project Vision/Business Goals
Questions for the Stakeholder:
Where do you want the product to be
next year?
Where do you want it to be in 5 years?
What are the primary challenges you
need to overcome?
What keeps you up at night? (e.g what
troubles, annoys you)
What is the business opportunity:
● increased revenue?
● increased user engagement time
or depth?
● improved loyalty and return use?
● differentiation from competitors?
● improved product or service
quality?
● reaching a new user group or
market?
● other opportunities described by
stakeholders?
Example of points to discuss
Voice of the users
Who are your users?
Do they have different behaviors?
Do you describe them with personas?
Or patterns?
Are there multiple journeys through the
product?
How is the offline experience compared
to the online experience?
What is the end-to-end user
experience?
● how do users arrive or begin?
● what are the entry points?
● what is the ideal or target path or
flow?
● what are the key moments or
touchpoints along the way?
● is this a single or multi-session
experience?
● how does the experience end?
● what are the exit points?
● how do we reach or serve users
after they have finished?
Example of points to discuss
Existing Product Audit/Design Evolution
What does the product look like today?
How has it evolved over time?
What have we tried that has worked?
What have we tried that has not worked?
● Include screenshots
Example of points to discuss
Competitor Audit
What do we already know about competitors?
● has there been any market research?
● what is the competitive landscape?
● what are the recent trends in this space?
● which similar, related, or relevant products should we look at?
● what other industries, verticals, or products could we learn
from?
● what are the strengths and weaknesses of our competitors?
● can we do a SWOT analysis? (Strengths, Weaknesses,
Opportunities, Threats)
(show screenshots)
Example of points to discuss
Technology: Considerations and Opportunities
How will the solution be built? Data sources? Devices?
● is the solution likely to be web-based? mobile? embedded?
● where will data and information come from?
● will user data be used for personalization?
● how will privacy be addressed?
● how will accessibility be addressed?
● what devices are likely to be used for the solution?
● what product areas are involved and need to be coordinated?
● are there external partners involved?
Example of points to discuss
User interviews
30min
Users are the ultimate
judges of whether a
product is good or not and
it can be useful to start a
sprint by finding and
interviewing users.
Marta’s simple model for user research notes
+what they liked -What they didn’t like
? The questions they
had
* The ideas they
thought of
User needs statement
__________ is a _______________________
who needs (a way to) _________________
because (they value) ___________________
________________________________________
[user name] [user characteristic]
[user need]
[insight]
Distill the
information from
the interview into a
succinct statement.
At the same time
generate a list of
user needs to
reference later.
Example of how to conduct User Interview
Design Sprint
Stage 2. Define
What is the key strategy
and focus?
Stage 2. Define
Strategy and focus
Stage 2. Define
Output:
A (simple 5-10
steps) customer
journey map with a
selected user type
and moment and a
focus challenge.
Group HMWs based on
logical grouping/topic,
e.g payment,
login/registration,
products management.
15min. Method: Affinity Mapping
Stage 2. Define
ProductVision
User
Experience
User
Interface
Visual
Design
Technology
Marketing
Brand
Back end
Retention Adoption Engagement Payment
Silos Examples
Watching
video
Searching
product
On
boarding
Better Grouping, Examples
Registration
Products
comparison
Vote on the most interesting How
Might We note.
Each person gets 3 dots to vote.
15min. Method: Zen Voting.
Stage 2. Define
Move the HMWs
that have dots to
the map.
5min. Method: User Journey, step 1.
Stage 2. Define
For existing product: Review the map you’re
created. Make adjustments if necessary.
For new product:
Create an ideal journey.
20min. Method: User Journey, step 2.
Stage 2. Define
Set your goals and success metrics
20min
1. Choose a target based on the HMW
discussion
a. What user or users will you focus on?
b. What key moments or pain points do you
want to sketch around to have the most
impact?
2. Decide on your success metrics
a. What does success look like?
b. How will you measure it?
c. Do you need any new measurement
tools?
Imagine it's time to launch your
product/feature. What would be
your first tweet?
10min. Method: The First Tweet
Stage 2. Define
What 3 words (adjective) would
you like for users to describe your
product/feature?
List down all possible words, and
discuss with the team.
15min. Method: Design Principles
Stage 2. Define
Design Sprint
Stage 3. Diverge
How might we explore as
many ideas as possible?
Stage 3. Diverge
What is it all about?
Comparable solution in a
different problem space
Each sprinter should look for ideas
outside of the current field, look at
parallel industries for similar problems
to draw inspiration.
App: Youtube (left) and Hipmunk (right)
20min
Work individually
and come up with 8
different
ideas/concept.
8min. Method: Crazy 8 (8 ideas in 8 minutes)
Put the sketches on the
wall. Each person takes 2
min to explain his/her
sketches. Then each takes
3 dots to vote on the most
useful sketches.
30min.
Crazy 8. Vote.
Work individually and come up with 1 big
idea.
15min. Method: 1 big idea in 15 minutes
Design Sprint
Stage 4. Decide
Select the best ideas so
far.
Stage 4. Decide
1. 1min. Tape the sketches to the wall like the Art
Museum.
2. 2min. Heat map, zen voting, everyone gets another 3
dots to put on the sketches he/she likes.
3. 10min. Speed Critique: two min/sketch.
4. 2min. Straw poll. Silently chooses a favorite idea using
large dot.
5. 1min. Supervote: Give the Decider three large dots, and
we’ll prototype the chosen one by the Decider.
15min. Method: Sticky Decision in 5 steps.
Think in terms of stories
or flows (it’s like a
comic). (context - where,
when, why, how)
Sketch a storyboard of
all the key steps the user
must take.
30-40min. Method: Storyboard
Storyboard by Ruangguru team during Google Lauchpad Accelerator Sprint
Assign everyone a
Thinking Hat. Each
hat represents a
different point of
view.
Method: Thinking hats
Design Sprint
Stage 5. Prototype
Create an artifact that
allows to test the ideas
with users.
Stage 5. Prototype
What is it all about?
Everyday tools (e.g
Photoshop/Sketch) are
optimized for quality, use tools
that are rough, fast, and flexible
(e.g Keynote or Powerpoints)
Pick the right tools
10min. Demo using Keynote and Invision
● Makers: Create individual components (screens, pages,
pieces etc)
● Stitcher: collecting components from Makers and
combining them in Keynote, including cleaning up the
styles.
● Writer: Refine the copy.
● Asset Collector: collect from web, image libraries, own
product, and any other places.
● Interviewer: bring the prototype to the user, do a
1-on-1 usability testing. See this resource for guide.
Roles
Something that makes your
ideas ‘real enough to feel’, so
you can get feedback from
users.
120min. Method: Prototyping
(mock/demo/video/physical prototype)
Design Sprint
Stage 6. Validate
Test the ideas with
users, business
stakeholders and
technical experts.
Stage 6. Validate
10min. Demo Usability Testing.
Facts are better than dreams.
Winston Churchill
1. A friendly welcome to start the interview
2. A series of general, open-ended questions
about the customer
3. Introduction to the prototype(s)
4. Details tasks to get the customer reacting
to the prototype
5. A quick debrief to capture the user’s
comprehensive thoughts and impressions.
The Five-Act Interview
● Can they achieve their goals?
● What works, what doesn’t work?
● What do they like and dislike in the
prototype?
● What would they like to improve?
● Does the solution meet their needs overall?
120min. Method: Usability Testing.
Use your user’s key goals in stage 2 (put them into context
scenario) to do user testing:
Scenario Example
Scenario 1
It’s Saturday afternoon, and you have been playing DOTA for long.
You want to go out, and would like to find an event to attend that
doesn’t or wouldn’t cost you much.
Task:
How would you find a nearby event to attend using this app?
Whiteboard note-taking
Search for best flight
itinerary
Check airfare cap
Book flight
Jim Susan Bruce Charlie
+
+
+ +
+
+ -
-
- -
-
-
5min. Method: ED Score.
Use ED Score to get more feedback from the user.
What is ED Score?
A method to communicate feedback and
discuss improvement better with clear
actionable items.
ED SCALE
Strongly
disagree
Strongly
agree
1 2 3 4 5
1. I think the product looks good.
2. I found that the product was easy to learn.
3. I could achieve my goals easily.
4. I found the features of the product satisfy my
needs.
5. I found that the product is troublesome to use.
6. I felt that the performance of the product is
good.
7. I felt that the product is complicated.
8. I felt good when using the product.
9. I think I would use the product again in the
future.
10. I would recommend the product to my
friends/family.
Learn more about ED Score
www.circleux.com/resources
60min. Method: Team Debriefing.
Comparing Post-it notes, see pattern, make sense of the
results.
The output:
1. Decide which patterns are the most
important ones.
2. Next step.
Design review with
internal stakeholders
If possible, have stakeholders
come for 30 minutes at the
end of the sprint and provide
feedback.
Each of the team present the prototype,
sharing the output from Stage 1 up to Stage 6,
including the user feedback and the next step.
30min. Show and Tell.
Design Sprint
Congratulate yourself!
You’ve done the
design sprint :)
Reflect
What have you learned in a day?
What will you change tomorrow?
How would you drive change in your
team/company?
About Circle UX
Borrys Hasian
Borrys is the first Indonesian to become Google Expert in UX/UI. As a
Google Launchpad Global Mentor in UX/UI, he has been mentoring startups
from around the world in Silicon Valley, under Google Launchpad
Accelerator program.
He’s trained in Design Sprint directly by Google Design Sprint team at The
Garage, Google’s collaboration and innovation space, in Mountain View,
California.
He is a designer who studied Electrical Telecommunication Engineering and
Urban Planning, worked as Lead Software Engineer, Product Development
Manager, Head of UX & Design, and UX Design Consultant. He founded
Circle UX - a design and innovation company based in Singapore that
focuses on design and innovation coaching and mentoring using design
sprint.
His goal is to spread the love of design, teaching and helping people build
products that people love, improving people's lives one interface at a time.
Design Coach
Professional Experiences
● Google Expert in UX/UI and Google Launchpad Global Mentor in UX/UI.
● Head of Design, Singapore Power Ltd.
● Head of UX & Design, Rakuten Viki.
● UX & Design Lead, Scholastic Inc.
● UX & Front-end Consultant, AirAsia.
● Senior UX Designer, Digi Telecommunications (Telenor Group).
● Senior Research Engineer, UX & UI, British Telecoms.
See Borrys Hasian’s LinkedIn Profile
Clients
Challenges
● The speed of product
development, from ideation to
design concept.
● Validation with the
customers/end users.
Activity: 2-day Design Sprint
workshop.
Challenges
● Ideation, coming up with
products/services that matter
to the customers.
● Silo, the speed of product
development, from ideation to
design concept.
● Validation with the
customers/end users.
Activity: 5 batches of Design Sprint
workshop.
Thank you.
Stay in touch :)
Borrys Hasian
Circle UX - Design & Innovation Company
www.circleux.com
borrys@circleux.com
Twitter @borryshasian

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Solving Design and Business Problems in 3 Days with Google Design Sprint by Borrys Hasian from Circle UX

  • 1. Solving Design and Business Problems in 5 days 3 days with Design Sprint Borrys Hasian Google Expert UX/UI, CEO Circle UX 15 Jan 2017
  • 3. Design Sprint to the rescue!
  • 4. Design sprint is a framework for teams of any size to solve and test ideas in 2-5 days.
  • 6. Understanding users, business, and technology. Define focus and key strategy. Sketches, and decide. Prototype and validate.
  • 7. “Product design is about creating something that’s right for your customer by completely understanding what they feel, what they think, and what they want. But ultimately, designing a product means designing something that sells.” Scott Hurff
  • 9. Design sprints are a framework for teams of any size to solve and test design problems in 2-5 days. Design Sprint Playbook
  • 11. We’ll be building and testing a realistic prototype in 3 days.
  • 16. Validate your ideas and iterate design solution quickly.
  • 17. Sprint Master is in charge of the schedule. The Decider makes all tough decisions. No devices in the room. Some Rules
  • 18. Overview Day 1 Understand (+ Define) Day 2 Sketch Decide Day 3 Prototype Validate
  • 19. Before we start the sprint...
  • 20. Appoint Sprint Master Sprint Master is the facilitator. The person is not doing the activities, e.g sketching. He/she will guide the sprint team, challenge assumptions and asking a lot of WHYs to the team.
  • 22. If we don’t set the challenge, we’ll spend hours without clear direction. See Penrose Stairs.
  • 23. Relevant, Tied to the team goals, Concise Inspiring Focused on a target user or target segment 10min. Each team to define key challenge
  • 25. Challenge Design a reliable and fun personal internet experience for male age 25-34 , aiming Q1 2017 launch. Deliverables for this sprint A prototype for testing. Example See List of adjectives
  • 26. Challenge Design a trustworthy and fancy mobile shopping experience for male age 25-34 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example See List of adjectives
  • 27. Challenge Design a trusted and engaging health service experience for female age 25-34 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  • 28. Challenge Design a fun and engaging entertainment destination experience for female age 18-34 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  • 29. Challenge Design a fun and engaging video conference experience for female age 24-35 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  • 30. Challenge Design a fun and engaging mobile payment experience for female age 24-35 , aiming Q1 2017 launch. Deliverables for this sprint A clickable prototype for testing. Example
  • 32. In Project Map, the goal is to understand the existing user experience, online and offline.
  • 33. Don’t talk about the solution yet. Don’t talk about the pain points/challenges/issues/opportunities.
  • 34. Write down the users on the left, this can include customers (end users), sales people, stakeholders, etc. Write down their end goals on the right. Capture the steps they need to take to get there. 45min. Project Map
  • 35. User 1 User 2 Primary end goal Secondary end goal Step 1 Step 2 Step 3 User 3 Step 2
  • 36. Young professional (woman) Merchants Received the clothes. Get updates on fashion trend. Search clothes based on theme Add to Cart Set delivery details Make Payment Example Upload products Call Uber Arrive at the shopping mall Get money from the ATM Shopping Get delivery Download app
  • 37. Now we’re going to start the sprint...
  • 40. What are the user needs, business needs/goals and technology capacities? Stage 1. Understand What is it all about?
  • 41. Stage 1. Understand the Output: Post the ideas and insights people generate
  • 43. 12m: Project vision/business goals. 12m: Voice of the users. 12m: Existing Product Audit/Design Evolution 12m: Competitor Audit. 12m: Technology: Considerations and Opportunities 60min. Method: 360 Lightning talk Stage 1. Understand
  • 44. HMW’s (How Might We…?) Write with a thick dark sharpie/marker. Be succinct. One idea per sticky note. Not too broad, and not too narrow. If you don’t write it down it can’t be voted on. HMW… Makepeoplehappier? HMW… Showthe lock/certificateicon? HMW… Buildtrustforour paymentsystem? Too broad Too narrow
  • 45. HMW method from d.school
  • 46. Project Vision/Business Goals Questions for the Stakeholder: Where do you want the product to be next year? Where do you want it to be in 5 years? What are the primary challenges you need to overcome? What keeps you up at night? (e.g what troubles, annoys you) What is the business opportunity: ● increased revenue? ● increased user engagement time or depth? ● improved loyalty and return use? ● differentiation from competitors? ● improved product or service quality? ● reaching a new user group or market? ● other opportunities described by stakeholders? Example of points to discuss
  • 47. Voice of the users Who are your users? Do they have different behaviors? Do you describe them with personas? Or patterns? Are there multiple journeys through the product? How is the offline experience compared to the online experience? What is the end-to-end user experience? ● how do users arrive or begin? ● what are the entry points? ● what is the ideal or target path or flow? ● what are the key moments or touchpoints along the way? ● is this a single or multi-session experience? ● how does the experience end? ● what are the exit points? ● how do we reach or serve users after they have finished? Example of points to discuss
  • 48. Existing Product Audit/Design Evolution What does the product look like today? How has it evolved over time? What have we tried that has worked? What have we tried that has not worked? ● Include screenshots Example of points to discuss
  • 49. Competitor Audit What do we already know about competitors? ● has there been any market research? ● what is the competitive landscape? ● what are the recent trends in this space? ● which similar, related, or relevant products should we look at? ● what other industries, verticals, or products could we learn from? ● what are the strengths and weaknesses of our competitors? ● can we do a SWOT analysis? (Strengths, Weaknesses, Opportunities, Threats) (show screenshots) Example of points to discuss
  • 50. Technology: Considerations and Opportunities How will the solution be built? Data sources? Devices? ● is the solution likely to be web-based? mobile? embedded? ● where will data and information come from? ● will user data be used for personalization? ● how will privacy be addressed? ● how will accessibility be addressed? ● what devices are likely to be used for the solution? ● what product areas are involved and need to be coordinated? ● are there external partners involved? Example of points to discuss
  • 51. User interviews 30min Users are the ultimate judges of whether a product is good or not and it can be useful to start a sprint by finding and interviewing users.
  • 52. Marta’s simple model for user research notes +what they liked -What they didn’t like ? The questions they had * The ideas they thought of
  • 53. User needs statement __________ is a _______________________ who needs (a way to) _________________ because (they value) ___________________ ________________________________________ [user name] [user characteristic] [user need] [insight] Distill the information from the interview into a succinct statement. At the same time generate a list of user needs to reference later.
  • 54. Example of how to conduct User Interview
  • 57. What is the key strategy and focus? Stage 2. Define Strategy and focus
  • 58. Stage 2. Define Output: A (simple 5-10 steps) customer journey map with a selected user type and moment and a focus challenge.
  • 59. Group HMWs based on logical grouping/topic, e.g payment, login/registration, products management. 15min. Method: Affinity Mapping Stage 2. Define
  • 60. ProductVision User Experience User Interface Visual Design Technology Marketing Brand Back end Retention Adoption Engagement Payment Silos Examples Watching video Searching product On boarding Better Grouping, Examples Registration Products comparison
  • 61. Vote on the most interesting How Might We note. Each person gets 3 dots to vote. 15min. Method: Zen Voting. Stage 2. Define
  • 62. Move the HMWs that have dots to the map. 5min. Method: User Journey, step 1. Stage 2. Define
  • 63. For existing product: Review the map you’re created. Make adjustments if necessary. For new product: Create an ideal journey. 20min. Method: User Journey, step 2. Stage 2. Define
  • 64. Set your goals and success metrics 20min 1. Choose a target based on the HMW discussion a. What user or users will you focus on? b. What key moments or pain points do you want to sketch around to have the most impact? 2. Decide on your success metrics a. What does success look like? b. How will you measure it? c. Do you need any new measurement tools?
  • 65. Imagine it's time to launch your product/feature. What would be your first tweet? 10min. Method: The First Tweet Stage 2. Define
  • 66. What 3 words (adjective) would you like for users to describe your product/feature? List down all possible words, and discuss with the team. 15min. Method: Design Principles Stage 2. Define
  • 69. How might we explore as many ideas as possible? Stage 3. Diverge What is it all about?
  • 70. Comparable solution in a different problem space Each sprinter should look for ideas outside of the current field, look at parallel industries for similar problems to draw inspiration. App: Youtube (left) and Hipmunk (right) 20min
  • 71. Work individually and come up with 8 different ideas/concept. 8min. Method: Crazy 8 (8 ideas in 8 minutes)
  • 72. Put the sketches on the wall. Each person takes 2 min to explain his/her sketches. Then each takes 3 dots to vote on the most useful sketches. 30min. Crazy 8. Vote.
  • 73. Work individually and come up with 1 big idea. 15min. Method: 1 big idea in 15 minutes
  • 76. Select the best ideas so far. Stage 4. Decide
  • 77. 1. 1min. Tape the sketches to the wall like the Art Museum. 2. 2min. Heat map, zen voting, everyone gets another 3 dots to put on the sketches he/she likes. 3. 10min. Speed Critique: two min/sketch. 4. 2min. Straw poll. Silently chooses a favorite idea using large dot. 5. 1min. Supervote: Give the Decider three large dots, and we’ll prototype the chosen one by the Decider. 15min. Method: Sticky Decision in 5 steps.
  • 78. Think in terms of stories or flows (it’s like a comic). (context - where, when, why, how) Sketch a storyboard of all the key steps the user must take. 30-40min. Method: Storyboard
  • 79. Storyboard by Ruangguru team during Google Lauchpad Accelerator Sprint
  • 80. Assign everyone a Thinking Hat. Each hat represents a different point of view. Method: Thinking hats
  • 83. Create an artifact that allows to test the ideas with users. Stage 5. Prototype What is it all about?
  • 84. Everyday tools (e.g Photoshop/Sketch) are optimized for quality, use tools that are rough, fast, and flexible (e.g Keynote or Powerpoints) Pick the right tools
  • 85. 10min. Demo using Keynote and Invision
  • 86. ● Makers: Create individual components (screens, pages, pieces etc) ● Stitcher: collecting components from Makers and combining them in Keynote, including cleaning up the styles. ● Writer: Refine the copy. ● Asset Collector: collect from web, image libraries, own product, and any other places. ● Interviewer: bring the prototype to the user, do a 1-on-1 usability testing. See this resource for guide. Roles
  • 87. Something that makes your ideas ‘real enough to feel’, so you can get feedback from users. 120min. Method: Prototyping (mock/demo/video/physical prototype)
  • 90. Test the ideas with users, business stakeholders and technical experts. Stage 6. Validate
  • 92. Facts are better than dreams. Winston Churchill
  • 93. 1. A friendly welcome to start the interview 2. A series of general, open-ended questions about the customer 3. Introduction to the prototype(s) 4. Details tasks to get the customer reacting to the prototype 5. A quick debrief to capture the user’s comprehensive thoughts and impressions. The Five-Act Interview
  • 94. ● Can they achieve their goals? ● What works, what doesn’t work? ● What do they like and dislike in the prototype? ● What would they like to improve? ● Does the solution meet their needs overall? 120min. Method: Usability Testing. Use your user’s key goals in stage 2 (put them into context scenario) to do user testing:
  • 95. Scenario Example Scenario 1 It’s Saturday afternoon, and you have been playing DOTA for long. You want to go out, and would like to find an event to attend that doesn’t or wouldn’t cost you much. Task: How would you find a nearby event to attend using this app?
  • 96. Whiteboard note-taking Search for best flight itinerary Check airfare cap Book flight Jim Susan Bruce Charlie + + + + + + - - - - - -
  • 97. 5min. Method: ED Score. Use ED Score to get more feedback from the user. What is ED Score? A method to communicate feedback and discuss improvement better with clear actionable items.
  • 98. ED SCALE Strongly disagree Strongly agree 1 2 3 4 5 1. I think the product looks good. 2. I found that the product was easy to learn. 3. I could achieve my goals easily. 4. I found the features of the product satisfy my needs. 5. I found that the product is troublesome to use. 6. I felt that the performance of the product is good. 7. I felt that the product is complicated. 8. I felt good when using the product. 9. I think I would use the product again in the future. 10. I would recommend the product to my friends/family.
  • 99. Learn more about ED Score www.circleux.com/resources
  • 100. 60min. Method: Team Debriefing. Comparing Post-it notes, see pattern, make sense of the results. The output: 1. Decide which patterns are the most important ones. 2. Next step.
  • 101. Design review with internal stakeholders If possible, have stakeholders come for 30 minutes at the end of the sprint and provide feedback.
  • 102. Each of the team present the prototype, sharing the output from Stage 1 up to Stage 6, including the user feedback and the next step. 30min. Show and Tell.
  • 104. Congratulate yourself! You’ve done the design sprint :)
  • 105. Reflect What have you learned in a day? What will you change tomorrow? How would you drive change in your team/company?
  • 106.
  • 108. Borrys Hasian Borrys is the first Indonesian to become Google Expert in UX/UI. As a Google Launchpad Global Mentor in UX/UI, he has been mentoring startups from around the world in Silicon Valley, under Google Launchpad Accelerator program. He’s trained in Design Sprint directly by Google Design Sprint team at The Garage, Google’s collaboration and innovation space, in Mountain View, California. He is a designer who studied Electrical Telecommunication Engineering and Urban Planning, worked as Lead Software Engineer, Product Development Manager, Head of UX & Design, and UX Design Consultant. He founded Circle UX - a design and innovation company based in Singapore that focuses on design and innovation coaching and mentoring using design sprint. His goal is to spread the love of design, teaching and helping people build products that people love, improving people's lives one interface at a time. Design Coach
  • 109. Professional Experiences ● Google Expert in UX/UI and Google Launchpad Global Mentor in UX/UI. ● Head of Design, Singapore Power Ltd. ● Head of UX & Design, Rakuten Viki. ● UX & Design Lead, Scholastic Inc. ● UX & Front-end Consultant, AirAsia. ● Senior UX Designer, Digi Telecommunications (Telenor Group). ● Senior Research Engineer, UX & UI, British Telecoms. See Borrys Hasian’s LinkedIn Profile
  • 111. Challenges ● The speed of product development, from ideation to design concept. ● Validation with the customers/end users. Activity: 2-day Design Sprint workshop.
  • 112. Challenges ● Ideation, coming up with products/services that matter to the customers. ● Silo, the speed of product development, from ideation to design concept. ● Validation with the customers/end users. Activity: 5 batches of Design Sprint workshop.
  • 113. Thank you. Stay in touch :) Borrys Hasian Circle UX - Design & Innovation Company www.circleux.com borrys@circleux.com Twitter @borryshasian