WEBVTT

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In this video, we'll teach you how to use&nbsp;
Google's design sprint process

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to create great design faster.

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In an age of tight resources, companies&nbsp;
are more reluctant than ever to commit&nbsp;

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to big design projects without a thorough&nbsp;
understanding of their chances of success.

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Google has developed a method to make&nbsp;the design process fast and still offer valuable insight.

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The process developed by&nbsp;
Google Ventures is called a *design sprint*.

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It focuses on getting insights into *critical&nbsp;
business questions* within a very short timeframe

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– just five days.

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The process is based on *design&nbsp;thinking*, 
so it attempts to gain those insights

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via *rapid design*, *prototype development* 
 and *user&nbsp;testing*.

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The design sprint is a five-phase process.

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Each phase takes approximately one day or eight&nbsp;
hours to perform.

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So, a sprint can be done in five days.

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The five phases of Google's design sprint are

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*understand*,

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*sketch*, *decide*,

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*prototype* and *validate*.

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The design sprint is a *linear process*, but you&nbsp;
are strongly encouraged to *make revisions*

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based on your first sprint and then 
*reiterate the&nbsp;prototype and validate phases*.

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You can also move further back to earlier phases and reiterate&nbsp;from there.

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In the following, we'll look at each step in more detail,

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but let's start by taking&nbsp;
a quick look at how to plan a design sprint.

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To ensure that the design sprint will be&nbsp;
successful, some *planning ahead* is required.

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Before the sprint begins, here are some things you should&nbsp;consider.

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You should *write a brief* to state the sprint's goal and bring everyone on the same page.

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You might also need to collect or *conduct user research* to get insights that can inform the work&nbsp;you do during the sprint.

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*Consider who should be on the sprint team.*

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Google's sprint process is designed&nbsp;to be run by teams rather than individuals.

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That means getting everyone together and ensuring&nbsp;
that they're all aiming in the same direction.

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The ideal team would include representatives from&nbsp;
all relevant functions and at all levels in the&nbsp;organization.

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You could also invite external people –&nbsp;
for instance, a representative user or stakeholder.

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You need a *suitable space* for the&nbsp;
sprint, typically somewhere bright,

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quiet, with lots of wall space and enough room&nbsp;
for people to move about will be suitable.

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You have to *gather supplies* for the sketching&nbsp;
and prototyping phases.

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Typically, you need office supplies like Post-its, blank sheets of paper,

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color markers, tape, and so on.

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Finally, you should choose a good *icebreaker exercise* to kick off&nbsp;your design sprint.

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Some members of your team might not have worked together before,

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so it's good&nbsp;to start off with an activity to warm people up.

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Now, let's take a look at each stage in the&nbsp;
execution of the actual sprint.

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In the understand session, your goal is to *create shared knowledge*&nbsp;about the business problem you're working on.

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You bring everyone together and unpack all of your&nbsp;
team's knowledge about the problem.

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*Lightning talks*, where knowledge experts use 10 to 15 minutes&nbsp;to share their knowledge about the problem,

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is an important part of the understand session.

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Typical topics for a lightning talk are *business goals*, *insights from user research*,

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an *overview&nbsp;of competitive products*, 
*technical opportunities*, and so on.

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As part of the lightning talk, it can&nbsp;be a good idea to have a presentation by someone from senior management

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outlining why the problem&nbsp;
you're working on is important to the business.

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Other typical activities of the understand phase&nbsp;are demonstrations of solutions that are already&nbsp;available,

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a detailed walkthrough of any proposed&nbsp;
solution, creating user journeys

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and performing user research.

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In the understand session, it's also&nbsp;
a good idea to be *clear on the metrics of success*.

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And remember, your metrics should be&nbsp;
useful and not pulled out of thin air.

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When you do the understand session, it's&nbsp;
important to involve the whole team.

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Don't let an individual or group dominate the&nbsp;
proceedings.

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The idea is to ensure everyone is on the same page,

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and the only way to do that&nbsp;
is if everyone is heard from.

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Once everyone is on the same page, it's time to split the team&nbsp;up and get them to start working on solutions.

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Sketch day is an *individual effort*.

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Everyone is tasked with coming up with a detailed solution to the problem.

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It's a&nbsp;good idea to do this on paper for two reasons.

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First, it's quick and it takes no time&nbsp;
to make changes.

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Second, everybody is able to sketch so they can participate even&nbsp;if they don't know any wireframing tools.

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For particularly complex, large-scale problem&nbsp;solving,

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you might want to break up the problem into *manageable chunks* and assign people&nbsp;a chunk rather than the whole problem.

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The aim of sketch day is to get as many ideas down&nbsp;as possible.

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If your team is large and you generate a ton of ideas, you might want to allocate an&nbsp;hour at the end of the day

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to quickly *reduce the number of ideas* to a more manageable number

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before you go into the third day of the sprint.

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As you might expect, decide day is all about&nbsp;
*making a decision* about which idea

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you're going to take to the prototype phase.

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But there's&nbsp;more to decide day than making a decision.

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It's also about working out how your solutions&nbsp;
might conflict with your objectives and abilities.

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You can start the day by quickly&nbsp;
listing any assumptions that you

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are making about things like budget, users,

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technology capacity and business drivers.

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Then it's time to review each idea and look at&nbsp;
the conflicts that it generates.

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You should have an objective in mind during your review.

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Would you&nbsp;be looking to take a single great idea forward to prototyping?

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Or are you going to pick, say, a top&nbsp;
5 and take those forward?

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You should be looking to constantly *refine* your list and remove ideas&nbsp;that

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simply aren't feasible early in the process.

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The entire team takes part in the decision process&nbsp;
by participating in discussions

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and through voting for ideas.

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Once you have an idea or ideas you&nbsp;
want to prototype,

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the last part of decide day is to 
*create some storyboards for your ideas*.

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The&nbsp;storyboard should show each interaction with the user in a step-by-step process,

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and they'll&nbsp;be your specification for your prototype.

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You might also want to define a *user story*&nbsp;
or two to help beef up the specification.

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As the title implies, on prototype day you have&nbsp;
a single day to *create a prototype*

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that your users can test on the final day.

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First of&nbsp;all, storyboard what you're going to build if you haven't already done that.

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To build a&nbsp;prototype, you can use any tool of your choice.

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Just pick one that you master enough for&nbsp;
rapid prototyping.

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The important thing is, 
don't attempt to learn a new tool on this day.

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Just use *whatever you're most comfortable with*.

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Finally, remember to *leverage the whole team*.

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Assign&nbsp;tasks and get everyone building or helping with something.

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Prototyping isn't just for the engineers.&nbsp;
Get people to document,

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write, review, plan a user test – any activity that contributes towards&nbsp;your end goal.

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On day 5, you *validate your idea*.

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The most important part of the validation&nbsp;
is to bring in a group

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of your end users to test your prototype.

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It's important that&nbsp;the entire team gets to 
*observe the users interact with the product*

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either directly&nbsp;
or through watching recordings of your test.

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A *cognitive walkthrough* or *brief usability&nbsp;
test* are great tools to use in this phase.

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Other good activities to validate your design –&nbsp;
to bring in experts and management stakeholders

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to review your idea.

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Everyone on the team should make&nbsp;
notes and record what they feel they've learned.

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You want to take these notes and&nbsp;
summarize them at the end of the day.

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This should help you decide if&nbsp;
anything needs iterating and improving.

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At the end of the final day, take some time with&nbsp;
the whole team to reflect on your experience.

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As Google puts it, there can be three possible&nbsp;
outcomes to a sprint:

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an *efficient failure* – perhaps your ideas didn't work so well, but you learned&nbsp;a lot in the process

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and saved your team a lot of time from going down the wrong path;

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a *flawed&nbsp;success* – perhaps some ideas worked nicely, while others didn't:

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this gives you insights on what&nbsp;
can be improved and what you could work on next;

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finally, an *epic win* – the ideas your team had have&nbsp;
shown great promise and seem to work really well.

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You're ready to move into a more serious&nbsp;
implementation phase.

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Either way, you can only win!

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Whether it's by avoiding failure,&nbsp;learning where more work needs to be put in

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or generating a killer design, you can only&nbsp;emerge from the design *wiser and more experienced*.

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The added bonus is that the time you've sacrificed&nbsp;
for this is relatively *short*.

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Though this is a tried-and-tested method by Google,

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it's also a&nbsp;relatively new concept adapted from Agile methods.

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It might take a few tries within your organization&nbsp;
to keep the sprint to five days.

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That's OK. You can work towards delivering faster sprints as&nbsp;
you get more practice.

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Google design sprints should help you take a process that currently&nbsp;takes months and make it lean and efficient.&nbsp;

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It's not a substitute for all design processes,&nbsp;
especially not for very complex products,

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but it's one that lets you ideate and test&nbsp;
ideas incredibly fast.

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A highly productive design team working in sprints is more likely&nbsp;to add business value

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and be recognized for their work within the larger organization.

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Finally, we encourage you to take a look at Google's Design Sprint Kit

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to get more ideas and tools for how to run your own design sprint.

