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15 : 50 IDEATION
Activity
17 : 00 PITCH PREP
Activity
17 : 15 PITCHFIRE
Presentation
11 : 30 MARSHMALLOW CHALLENGE
Activity
14 : 00 PERSONAS
Talk
09 : 30 QUICK BENCHMARKING
Activity
EXPERIENCE MAPPING
Activity
REHEARSAL SESSIONS
TRACK TWO - UX
USER TESTING
17 : 45 END-OF-DAY STAND-UP
10 : 00 OPENING REMARKS
Introduction to the jury, overview of the week
10 : 10 FINAL PITCHES
10 : 50 JURY DELIBERATION
10 : 55 JURY ANNOUNCMENT
I hope you all enjoy the sprint and impress the jury!
Best regards,
Jeanne Renard
Executive VP,
Human Resources and Corporate Social Responsibility
TABLE OF
CONTENTS
07 Foreword
08 Table of contents
17 DISCOVER
19 Ideation
20 Pitchfire
22 Personas
26 User research
33 DESIGN
36 Experience map
38 Rapid competitive analysis
40 Prototyping
44 TRACK ONE: PITCH
Pitch prep and tips
51 TRACK TWO: UX
User testing
60 House rules
63 Glossary
THE 2017 PRODUCT
DESIGN SPRINT
WORKBOOK
DISCOVER
DESIGN
PITCH (Track One only)
UX (Track Two only)
10
You will find a glossary at the end.
KAT BORLONGAN
Co-founder, Five by Five
12
ED GOMAA
Program Director, Five by Five
14
EUGENA OSSI
Program Manager, Five by Five
16
DISCOVER
DISCOVER
DISCOVER
PART 1: IDEATION,
CONVERGENCE,
DIVERGENCE
19
PART 2: OPENING
PITCH PREP (PITCHFIRE)
Your team will have 1 minute to create opening pitches.
Select 1 teammate to pitch on behalf of the team. See
below for a template.
20
PART 3:
PERSONAS
You can also apply the S.C.A.L.E. model if you need help
prioritizing your personas.
S.C.A.L.E
22
23
Examples of personas from Edenred Belgium
Template for persona boards
24
S C A L E
The more human your email is, the more likely someone will
respond and feel comfortable giving you their feedback.
TIP:
Check out the example on the next page (p. 27) for
ideas on how to formulate the request.
26
Subject: Seeking product advice from top food entrepreneur
Hi Alexis,
Step 2: Be prepared
Questions will vary based on your product and what you'd
like to know. It's important to have your questions and
themes you are listening for prepared ahead of the
interview; it will allow you to remain focused and lead the
interview in the right direction through follow-up
questions. Example:
28
CUSTOMER INTERVIEW SCRIPT (TEMPLATE)
Interviewer
Customer
Date
Warm up questions:
Make a little small talk, itll help make everyone (including you)
more comfortable.
That way, when you reread your notes later on, you
have the opportunity to dig deeper and cultivate in-
sights that might not have initially struck you.
30
lowing up on seemingly straightforward answers
can help you get the full story - maybe revealing the
users hidden motivations and underlying beliefs.
SUMMARY OF POST-DISCOVERY FINDINGS
32
DESIGN
DESIGN
DESIGN
TRANSFORM YOUR KEY
FINDINGS INTO EXPERIENCE
MAPS AND POSSIBLE
SOLUTIONS.
USER FLOW
THINKING
FEELING
DOING
RECOMMENDATIONS
36
ANATOMY OF AN EXPERIENCE MAP
Experience stages
Detailed step-by-step interactions between your user and
product. Each stage is a step (the stages listed here are
just an example. Your stages will likely be different).
Doing
What the user is physically doing during a particular phase.
Thinking
What the user is thinking during this phase.
Feeling
User emotions, thoughts, feelings and reactions during
experience.
you
competitor
competitor
AXIS 1
competitor
competitor
competitor
competitor
AXIS 2
39
Use this blank space here to sketch your analysis.
PART 7:
PROTOTYPING
WIREFRAMING
Wireframes offer you the ability to design a product with
minimal time invested and little expertise in
technical design tools. It also allows designers to foresee
and troubleshoot potential interaction issues between
the user and the product.
You and your team will only design the most necessary
parts of your product which will serve as the basis for the
demo that accompanies your teams pitch.
MOCK-UPS
Once youve completed all of your wireframes and youre
sure they accurately depict the simplest structure for your
product, you can move on to creating mockups using Key-
notopia (see p. 42). Mockups are the final versions of your
product before it is pushed into development. They repre-
sent rough screenshots of the final product.
40
Example of a wireframe for a web application you could
create in Keynotopia.
Keynotopia (http://bit.ly/2nSjMyX)
Best for: Web apps, Mobile apps
Requisites: Familiarity with Keynote or PowerPoint
This is a collection of modifiable Keynote and PowerPoint
templates. Each template comes with buttons, browser
screens, Android and iPhone components that are easy to
manipulate as you create your product's wireframe.
Marvel (marvelapp.com)
Best for: Testing or presenting web apps, mobile apps
Requisites: None, but there is a slight learning curve; faci-
litators will be around to help your team out
Marvel lets you add hotspots and transitions to your
uploaded images so that you or your user can navigate
through your prototype as if it were an actual live app. It
turns your images into a clickable demo of your prototype.
login: hello@fivebyfive.io
password: pds2017
42
Pinterest (pinterest.com)
Best for: Ideation, creating a shareable inspiration board
Requisites: None
Pinterest is a repository of images that range from home
goods to scientific diagrams. It allows you to pin (save)
any image and upload them to a board. Images to boards
can be pinned by one person or multiple people to create
a collective inspiration board.
Powtoon (powtoon.com)
Best for: Presentations
Requisites: None
This website lets you created animated presentations that
are easy-to-use and captivating.
PITCH
44
PITCH
PITCH - TRACK 1: BUSINESS
PITCHING
LIKE A BOSS
46
Hello, we are (team name) ,
(one-liner) .
Serenity
Most of us have a tendency to get anxious in front of au-
diences. Dont worry, its completely normal! Whats im-
portant is to maintain your composure to bring down your
level of stress. Our stress is largely due to a lack of confi-
dence in what we intend to say and the message we ex-
pect to receive. To overcome this, review the main points
youre looking to get across to your audience and what
about the product youre trying to sell. With proper plan-
ning, rehearsal and warm-up techniques, youll be able to
master your stress and keep cool when pitching.
Presence
As a speaker, its important to let your audience know
that you are in command of the room. Garnering your au-
diences attention is a main goal of pitching effectively. Be
aware of your audiences mood and response.
Dont stand still, move around and use hand gestures to em-
phasize specific points.
Its ok to have cue cards, but they should provide just that a
cue - use keywords only and fill them in with your own words
to create a more.
48
Authenticity
We often make a conscious investment in appearing natu-
ral when appearing in front of an audience. Attempting to
be authentic can throw you off-topic or off-message, and
can result in the opposite of the desired reaction.
Reach
Its important to recognize that pitching isnt just about
crafting your message and getting on stage. The art of the
pitch is fundamentally rooted in its delivery. You can en-
gage your audience, and still remain unconvincing. Your
pitch may have structure, but youll want your audience
to come away from it with a clear understanding of your
main concepts and most important points.
Kudos
A reference to the ancient Greek word for praise, ku-
dos is the expression of affirmation by your audience. A
successful pitch convinces the audience to identify with
your product and ideas because they appreciate the way
by which youve approached it.
53
The Moderator
name
The Note-Taker
name
Says nothing
Observes
Takes notes of the test participants actions
when interacting with the prototype
Takes notes of participants responses to the
moderators questions
The Observer
name
Says nothing
Observes
Checks if the moderator is asking leading ques-
tions or helping the participant
54
TEST
INFORMATION
SCENARII OR AREAS UNDER TEST
PARTICIPANT PROFILE
Number:
Name:
Job title:
Location:
PREAMBLE
This is a user test - We'll give you several tasks to com-
plete and observe what you do
We're not testing you or your computer skills - you are
helping us to test the prototype
We will add your findings to the others we have -
if a majority of people have the same problems we know
we might have to fix it
There are tasks to complete which should take minutes
Test constraints1:
Test context2:
TIPS:
56
TEST SCRIPT
TASK N
QUESTION RESULTS
Finished task
Hesitation
Confusion
NOTES
PART 3: AFTER
THE TEST
Step 9: After all tests have been completed, add the scores
for everyone in the Test Results template (red) and note
any common observations between test participants.
58
TEST RESULTS
TASK N
Finished task
Hesitation
Confusion
NOTES
FEEDBACK
HOUSE RULES
Because everyone at the Product Design Sprint is a
partner, not a critic. And were here to help.
TIPS:
Be specific.
Stay away from both cheerleader platitudes and am-
biguous criticism. They are too open to interpreta-
tion.
Dont: Great job!
Do: The style in which you delivered your pitch
really grabbed our attention. Great showmanship!
61
Ask questions they should be able to answer.
The Product Design Sprint can only take teams so
far. Choose questions that fit the
scope of their project.
Donts:
Do you have any regulatory or product liability
risks?
What is the cost of a customer acquisition?
What percentage of the market do you plan to
get over what period of time?
What is the companys social media strategy?
What is the likely exit IPO or M&A and
when do you see it happening?
Dos:
In one sentence, what does your product do?
There are 20+ players in this crowded space.
How are you different?
What gap are you filling in the market today?
What is your understanding of the consumers
decision process?
What key additions to the team are needed in
the short term?
62
GLOSSARY
Early adopters
An early adopter is an early customer/user of a given
company, product, or technology.
Experience map
An experience map is a visual representation of the phy-
sical steps and emotional states (needs, wants, expecta-
tions) a user goes through while using a product or service
in order to achieve a goal.
High-fidelity prototype
High-fidelity (hi-fi) prototypes are an advanced repre-
sentation of design concepts, resulting in partial to com-
plete functionality. Requiring money, time and expertise,
high-fidelity prototypes allow true user interaction with
the system and are mainly used at the end of the design
process to refine the features and interface.
Low-fidelity prototype
Low-fidelity (lo-fi) prototyping is a quick and easy trans-
lation of high-level design concepts into tangible and
testable artifacts. Generally low-tech and low-cost, it fre-
quently consists in a mixture of paper, cardboard, post-it
notes, acetone sheets etc. and requires no coding skills
to be created.2
Marvel
Marvel is a software that a turn sketches, images and
mockups into realistic mobile and web prototypes.
Mockup
A mockup, or mock-up, is a scaled or full-size model of a
design or device, used for teaching, demonstration, de-
sign evaluation, promotion, and other purposes.
64
Persona
Personas are a way of describing potential user groups and
stakeholders. They are archetypes of your key audience. Per-
sonas are used as a means of categorizing and understanding
the types of people whom a design might ultimately affect.
Touchpoint
A point of interaction between a person and any agent or
artifact of an organization. These interactions take place
at a certain point in time, in a certain context, and with
the intention of meeting a specific customer need.3
User experience
User experience (UX) is the process of making a product
such as a website or mobile app easy to use, visually plea-
sing, and emotionally positive while striking the right
balance between user needs and business goals.
INVOLVE DESIGN IN
USERS CYCLES
UX
WORK
TOGETHER
PROTOTYPE
Value Proposition:
A value proposition is a simple and compelling statement
about a set of clear and quantifiable experiences and be-
nefits of a product and/or service for a customer within a
defined target market. The value proposition is focused
on addressing functional and emotional needs in a way
that is clearly differentiated from the competition, and
sustainable through innovation and brand DNA.
Wireframe:
A wireframe is a visual representation of the skeletal
framework of a website or an app.
66