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design-sprint

# design-sprint The Design Sprint skill guides teams through a structured five-day process to rapidly prototype and validate product ideas with real users. Use it when stakeholders need to de-risk critical decisions, resolve disagreements, or test concepts before committing to full development. The framework covers Monday mapping of the problem space, Tuesday sketching solutions, Wednesday deciding on an approach, Thursday building a realistic prototype, and Friday testing with actual customers to gather validation data.

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SKILL.md

# Design Sprint Framework

A five-day process for answering critical business questions through design, prototyping, and testing ideas with customers. Developed at Google Ventures and used by Google, Slack, Airbnb, and hundreds of startups.

## Core Principle

**Great solutions require both deep work and fast iteration.** The Design Sprint compresses months of debate, design, and testing into one week, replacing endless discussion with focus and urgency. It de-risks product decisions by testing with real users before any production code is written.

## Scoring

**Goal: 10/10.** Rate any sprint plan or execution 0-10 against the principles below: proper structure, time-boxing, prototyping, and user testing. Lower scores mean skipped steps or insufficient testing. Report the current score and the improvements needed to reach 10/10.

## The 5-Day Sprint Process

```
Monday → Tuesday → Wednesday → Thursday → Friday
  Map      Sketch     Decide      Prototype    Test
```

**Prerequisites:** a big challenge worth a week's focus; the right team (Decider plus 4-7 people with diverse expertise); five full days (10am-5pm) with no interruptions; a dedicated room with whiteboards. One **Sprint Master** facilitates, keeps time, and manages energy.

## Monday: Map

**Goal:** Understand the problem and choose a target for the week.

### Morning: Start at the End

- **Long-term goal:** Write the optimistic answer to "What do we want to be true in 2 years?" — e.g., "Customers use our product daily."
- **Sprint questions:** List obstacles and unknowns as questions on the whiteboard, whole team contributing — e.g., "Will customers trust us with payment info?"

### Afternoon: Map the Challenge

- **Customer journey map:** List the actors (customer types), then draw the journey left to right in 5-15 steps: "Hears about product → Visits site → Signs up → First use → Regular user."
- **Ask the Experts:** Interview teammates with specialized knowledge (CEO, design, engineering, support, sales); capture notes on the whiteboard.
- **How Might We (HMW):** Rephrase problems as opportunities — "Customers don't understand pricing" → "HMW make pricing immediately clear?" One per sticky note; vote and organize the best on the map.

### End of Day: Pick a Target

Choose which customer and moment on the map to focus on — the biggest risk or opportunity (e.g., "the first 10 minutes after signup"). The **Decider** (person with authority) makes the final call.

**Monday output:** long-term goal, sprint questions, journey map, expert insights, organized HMW notes, target customer and moment.

See: [references/monday.md](references/monday.md) for detailed Monday exercises and facilitation.

## Tuesday: Sketch

**Goal:** Generate solutions — each person sketches a detailed solution.

### Morning: Lightning Demos

- **Find inspiration:** 3-minute demos of competitors and analogous products ("Here's what I found, here's why it's interesting"); capture good ideas on the whiteboard. Borrow from any industry.
- **Divide or swarm:** Split the map between people if it has multiple parts; otherwise everyone tackles the same critical problem (most sprints swarm).

### Afternoon: The Four-Step Sketch

Everyone sketches alone — **no group brainstorming**. Individual work produces better, more diverse ideas.

1. **Notes (20 min):** Silently walk the room reviewing the map, HMWs, and inspiration.
2. **Ideas (20 min):** Rough doodles, mind maps, stick figures — quantity over quality.
3. **Crazy 8s (8 min):** Fold paper into 8 panels and sketch 8 variations in 8 minutes — forces you past your first idea.
4. **Solution Sketch (30-90 min):** A 3-panel storyboard of the customer experience (beginning, middle, end). Make it self-explanatory, give it a catchy title, and keep it **anonymous**.

**Tuesday output:** one detailed, anonymous, self-explanatory solution sketch per person.

See: [references/tuesday.md](references/tuesday.md) for sketching templates and examples.

## Wednesday: Decide

**Goal:** Critique solutions and choose the best one to prototype and test.

### Morning: Sticky Decision

- **Art museum:** Tape sketches to the wall; review silently (no talking) and mark interesting parts with dot stickers.
- **Heat map review:** Discuss each sketch for 3 minutes — the facilitator narrates while the anonymous sketcher stays silent; a scribe captures standout ideas on the whiteboard.
- **Straw poll:** Each person votes for one solution with one sentence of rationale (non-binding).
- **Supervote:** The Decider gets three large dots; their decision wins.

### Afternoon: Rumble or All-in-One

If multiple sketches win, choose: **Rumble** (competing prototypes testing different approaches) or **All-in-One** (combine the best ideas into one prototype — simpler, and what most sprints do).

- **Storyboard:** Draw a 10-15 panel comic of the test experience: opening scene (how the customer discovers you) → your solution in action → successful outcome. Keep it simple — stick figures, words, arrows — but get specific about the UI. Include just enough detail for Thursday's prototype.

**Wednesday output:** winning solution(s) and a detailed storyboard ready to prototype.

See: [references/wednesday.md](references/wednesday.md) for decision exercises and storyboard templates.

## Thursday: Prototype

**Goal:** Build a realistic facade in one day — you need something to test on Friday.

**Mindset:** Fake it; prototype only what you'll test. Aim for Goldilocks fidelity — sketches are too low for honest reactions, working code wastes time. It should look real without working for real (facades, click-throughs, video).

### Assign Roles

| Role | Responsibility |
|------|----------------|
| **Makers** (2+) | Build the prototype pieces (design, assets) |
| **Stitcher** (1) | Combines pieces into the final prototype (Keynote, Figma) |
| **Writer** (1) | All copy: headlines, button labels, descriptions |
| **Collector** (1-2) | Gathers photos, icons, competit
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