Hala 🤩 !
Here is the Part 4 of this serious which I’ll talk about Design Sprint Foundation – The Udacity nano Degree. You can View the Previous Part:
- Design Sprint Foundation P1 – Intro
- Design Sprint Foundation P2 – Day one
- Design Sprint Foundation P3 – Day two
Through this article we gonna talk about the Day No.3 – Activities, what we gonna do and deliverables in details, so let’s begin.
For a typical Design Sprint, Day 3 can be a challenge of both endurance and focus. It’s important for the Moderator to ensure the team has the support they need to push through the day and successfully create a Prototype by the end.
Here’s a general outline of what a typical day looks like:
- The Huddle: 10 – 15 Minutes, Decide as a Team who will be doing what tasks for the day
- Work Session: 3 Hours, Individuals work on Delegated Tasks
- Check-In #1 with Team + Lunch: 1 Hour, Team comes together to share progress and see what else needs to be done
- Work Session: 3 – 4 Hours, Final pieces of the Prototype come together
- Check-In # 2 with Team: 30 Minutes, Run through the Prototype, Revisit the Sprint Questions and Goals
- Mopping Up: 30 Minutes, Check off all the boxes for the Prototype, Set up User Testing Room, Final run-through of the Prototype
How Will I Build a Prototype Without a Team? “Solo -but- Together”!
Since you are working completely solo, we do not expect you to have the hi-fidelity Prototype by the end of this section. Instead, we expect that you will have a solid understanding of what happens on Day 4 as well as some practice in making a Prototype of your own, regardless of what skills you are bringing to the table.
Whether you are a designer, project manager, engineer or something else, you will be able to creatively contribute to a final Prototype design by the end of this section.
The length of time it might take to build the Prototype is variable depending on your previous experience. In an actual Design Sprint, you would only have 1 day, so about 7-8 hours of work time. But that’s with multiple people working on the project.
Now the team comes together today to design and create a Prototype of the ideas that we’re going to be testing on Day 4. Now the level or the fidelity of this Prototype needs to fit the purpose of the test.
You might be prototyping a digital product, a physical product, or even a sales or marketing strategy. Regardless of what you’re prototyping, there’s one principle the team should follow. And that is to make the product or the service feel as real as it would in real life.
Prototyping Tools Resource
There are many tools you can use for prototyping. New apps and tools are released every day.
A simple Google search for “quick digital prototyping tools” has almost 10 million results. Selecting the right one will depend on what needs to be tested.
For digital products, Here are a few great options:
- Figma: A tool like Figma will allow your team to collaborate in real time as they’re designing.
- Marvel, Flinto: A tool like Marvel or Flinto will allow you to place videos or sound files into your Prototype.
- Keynote, PowerPoint: Equally, Keynote and PowerPoint are both simple yet powerful tools that you can use to create your prototypes.
If you’re prototyping a physical product, look for things that already exist and find ways to attach to your new ideas and solutions. 3D Printing is a great option for creating mocks of physical products or attachments.
If you’re prototyping a sales or marketing campaign, Keynote is perfect to be testing the ideas you want feedback on.
If you’re working out a new service model or client interaction, you can write up a script and set up a physical environment for a specific scene to play out, just as if you were directing a short play or one act.
Let the ideas that you’re wanting to test lead you to choose the right tool for your Prototype.
Day 3 Starts with a short huddle. This is where the team comes together and decides who’s going to do what throughout the day. Now we only have one day to Prototype, so we really need to prioritize where we place our energy.
A good way to really start prioritizing things is to look for key screens or key moments in our user test flow. And these moments are where the user is going to give us the most answers to our sprint questions. The team selects one or two key screens to start working on first.
What they also need to do in the huddle is find ways to delegate tasks to other team members. You typically have:
- Screen Designers: People who are going to be making things look good.
- Collectors: People who can source material like text, images, or videos.
There are many roles to take on for Day 3 of the Design Sprint. Here are a few of the standard roles we find useful for Prototyping day:
- The Collectors: People who bring the images, templates, and copywriting.
- The Artist(s): The ones who create the final screens
- The Stitcher: The one who brings the prototype to life – basically puts together the prototype and makes it interactive
- Interview Prep Person: Typically we have an additional person or two that are not involved directly with the Prototype creation head up booking user testers for Day 4, creating an Interview sheet, and scheduling the testers. You’ll find out more about how this works within the Day 4 content. For now, we’ll solely be focusing on the Prototype creation.
As you may working now through this experience on your own, what you can do is the transition from one role to the next, seeing what it’s like to be a Collector, Artist, and Stitcher!
Tips for Starting Prototyping Day
- Make a Digital Wireframe of the Storyboard from Day2. Having a digital overview of the entire test flow process will make it much easier to reference as a team while working solo during the day.
- Choose one font and stick with it, it’s not creative, but you’ll save time and be able to focus on what’s most important.
- Choose existing color scheme. Either choose a color palette from the existing company brand or choose colors from a competitor.
- Focus on Key Screens first. This way, you can guarantee that the most critical moments of the Prototype are as detailed and polished as possible.
I Would like also to add few tips to save time & efforts at this point:
- The artist, best person on visuals and this stuff, can decide at first the direction, then. he can share some elements components, so he can make it easier for the other team members who don’t have such knowledge in this field.
- at some point, you can use any ready-to-use template, so your team member will be ready to produce prototypes fast way, then after finishing the user testing, you can work alone (as an artist) on this part – I know that you have such energy to work on this from the beginning, but be cool, take it logical way!
- Make sure that you are not using a trail – buy the license – it’s not this cheap, but be professional and support the people behind these awesome apps who developed you at some point – to keep going!
Care! What you are doing will loops forever at some point, it might be your lifestyle or at least Design sprint might be A knock at the door to change everything, tells that you should do more & more!
Additional Guidance for Prototyping
Prototyping is all about creating a user interface that looks like a real product. You want testers to interact with it like a real product and make them forget it’s just a demo!
You can prototype an application, a robot, a brand, a service, or really almost anything. The most difficult part is knowing your tools and being creative with the way you decide to implement them.
Every Design Sprint will most likely be an exercise in experimenting with different prototypes. Digital products seem to be the easiest and accessible Prototypes to build because almost everyone has experience interacting with products with a digital interface.
So care about the next notes please:
- Make sure to focus on the key moments of the Prototype first. Those moments are where the tester will actually be addressing and helping you answer your sprint questions.
- Done is better than Perfect. Most likely, the actual design you make will not be reused as is, so typeface and color decisions are trivial for the build.
- Try to keep real branding out of the Prototype. You can use images, logos and really anything you can find on the internet that you think might fit within certain screens.
- At the end of Day 3, our team has bent time and space to create a realistic Prototype that our users will get to experience in real life on Day 4.
- Don’t worry about licensing for image use as your Prototype is only used within internal testing environments, and will not be used commercially.
- Use templates! There are so many templates available for common user interface elements like menus, navigation, browsers, ads. You don’t need to re-invent the wheel.
- Work in a distraction-free environment. If you are multi-tasking on other work while trying to Prototype, it will ultimately take 4x as long and will probably get frustrating. Set aside time for just you and your Prototype. Put on some focus music and shut out all distractions. Having the ability to enter a flow state for the process will be very useful for not only getting it done but enjoying the creation process. Check out this great article on Flow State.
Now I’ll move to Module 6, if you need any help in the previous Modal, Feel free to leave a comment.
Here the team brings together all of the parts of the Prototype into a version of the product that users can move through, following the Storyboard created on Day 2.
In Module 5, the team worked hard to create individual parts of the Prototype. This could be individual screens of a digital product, various elements of a physical product, or single slides in a Keynote presentation. The team members worked really hard on their individual contributions and now it’s time to stitch them together!
The Stitcher is one person on the sprint team who compiles together the parts of the Prototype into a series of coherent action steps that the user will make. The Stitcher ensures that the actions the user takes in the test help the team actually answer the sprint questions set on Day one.
Hah, That’s enough for now. in next few days I’m gonna share with you some of the other interesting activities – User testing. there is a lot to discover out there!
For now, I suggest work on this activities, implementing what you learn each day is the only way to learn.
learning is not enough, take your expeirnces for the next level in a very short time by implementing in concept projects & read more details about case studies comes from the rockstar brands and companies like Google, Apple & be aware about the crazy people in the world class studios like Fantasy, and other pepural sutdios on dribbble.
Again, Remember, The Design Sprint Kit site by Google – is here for help also. and keep in your mind, That it’s not the pure way of implementing Design Sprint, but – it’s the way used by AJ&Smart – and it’s very moderated that’s why it’s really useful and productive!
Task analysis is the analysis of how a task is accomplished, including a detailed description of both manual and mental activities, task and element durations, task frequency, task allocation, task complexity, environmental conditions, necessary clot...
Using web-based tools to reveal statistically relevant data for usability enhancements Enables design teams to leverage web-based tools to collect statistically significant information about what people are doing on your website or web application. ...
Content analysis is a research method for studying documents and communication artifacts, which might be texts of various formats, pictures, audio or video. Social scientists use content analysis to examine patterns in communication in a replicable a...
Dieter Rams, is a German industrial designer and retired academic closely associated with the consumer products company Braun and the functionalist school of industrial design. According to Dieter Rams, good design: Is innovative Makes...
Concept maps are graphical tools for organizing and representing knowledge. They include concepts, usually enclosed in circles or boxes of some type, and relationships between concepts indicated by a connecting line linking two concepts. A visua...
Usability Testing refers to evaluating a product or service by testing it with representative users. Typically, during a test, participants will try to complete typical tasks while observers watch, listen and takes notes. The goal is to identify an...