When the design team starts on Thursday, they have up to 10 screens to design and build from basic sketches. Their goal is to end the day with a working, interactive prototype. It doesn't have to be super polished, just real enough to test with potential users.
Many designers find it very difficult to do this. With just one day to work, they shoot for a beautiful design and end up falling short.
Most designers have two ways of working — wireframing mode and visual design mode. The first is for figuring out every aspect of the flow and structure, including every detail, variation, scenario and workflow. The second is for making pixel-perfect designs with perfect copy, images and micro-interactions. Both of these processes usually include extensive research, looking at diverse references, creating multiple options and so on.
A Design Sprint is a whole different animal. It requires a rapid prototyping mode, where the design team has to create an entire prototype — from sketches to wireframes to visual design to user interactions — in just one day. The normal, detail-oriented design process just doesn't work.
There are two keys to helping the design team complete a user-testable prototype in just one day.
First, set expectations about the prototype from the start. In a Design Sprint, a prototype shouldn't be a barebones wireframe with Lorem Ipsum text, grayscale colors and no images. That won't look real. However, it also shouldn't be super polished with amazing layouts, typography, colours and interactions. This will take too long, and it can even bias users. Make sure the design team knows what level of fidelity you're aiming for, and what the prototype should or shouldn't include.
Second, use a clear structure to keep the design team on track, rather than chasing some detail in their search for perfection. We use a three-pass process during prototyping:
After a full day of working on the prototype, you're just not done. And that's a problem, because you've already booked user tests for the next day!
Oh well, it's time for overtime. The team ends up working until super late or even all night to complete the prototype in time. The prototype is complete, but everyone is burned out and ends up hating the sprint.
This happens for two main reasons.
First, if there are gaps in the solution from Wednesday's sessions, it can be hard to finish the prototype in time. It's hard enough to design a full prototype, but when you have to first clarify the process, fill in missing steps, rewrite unclear copy and so on... it's near impossible.
Second, like we explained above, most designers just aren't used to rapid prototyping. Their usual design process emphasizes outcome over speed, but a Design Sprint needs speed above all else.
The first big thing to do is to check the storyboard for gaps. If you start designing with an unclear solution, you're in for trouble.
If there are gaps, resolve them in advance — ideally at the end of Wednesday or before work even starts on Thursday. If that's not possible, kick off the day by allocating these issues to another team member. The designer can spend their first 2 hours on the screens that are clear while other people clear problems, wireframe missing screens and write final copy.
Next, as discussed above, it's important to set the right expectations and follow the three-pass prototyping process. Make it clear that a prototype doesn't have to be perfect, and stick with a clear plan to help keep the designer focused and on track throughout the day.
Sprint participants, especially senior ones, may ask, "Do we get to see the prototype before you test it?"
You may be tempted to say yes. But there's a problem — you'll never get their sign-off in time.
An entire Design Sprint just takes 5 days. The prototype happens in one day, and it goes straight to testing the next day. How can you run your user tests on time if stakeholders are still reviewing the prototype or if they give you feedback?
This expectation to see and approve the prototype comes from the standard design process. Normally, when an organisation is working with a design team, a design doesn't move forward until key stakeholders sign off on it.
No matter what, don't show the prototype to stakeholders. There's not enough time in the sprint, and it'll lead to feedback that isn't helpful at that point.
What if stakeholders insist on seeing the prototype? That's when you have to step up and explain why it's a bad idea. There are three ways to do this.
First, make sure the stakeholders understand the role of user testing in a Design Sprint. Normally, user testing is about testing a polished product where everything has been thoroughly considered. In a sprint, however, the user test is just meant to get answers to the sprint questions. That's why the prototype doesn't need to be the perfect, final version of the product. It just needs realistically to show the ideas and elements that the sprint wants to test.
Second, explain that getting feedback and revising the prototype will slow down the sprint. If you don't finish a Design Sprint in 5 days, the team will lose all the momentum, excitement and energy that you spent the last week building. Tell the stakeholders that this week is about wrapping up user testing, then the prototype can go through another iteration.
Third, remind stakeholders that they've already essentially signed off on the prototype. As part of the sprint, the team worked together for 3 days to create a detailed storyboard. The only thing that has changed is that the storyboard is now digital and a bit more polished. The key elements are all the same, so there's nothing new to review or sign off on.
🤩 Pro Tip:
Schedule your user tests in advance, before you finish the prototype. This is a good way to burn your bridges and keep you on track. With user tests scheduled, you won't have the ability to delay the sprint for things like stakeholder feedback or prototype iterations.
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