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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

**Compress months of debate, design, and testing into one week — and test with real users before writing any production code.** The sprint replaces endless discussion with a fixed Monday-to-Friday spine, hard time-boxes, and a single Decider, so a high-stakes product question gets a real answer in five days instead of five months.

## Scoring

**Goal: 10/10.** Score a sprint plan or execution by awarding 1 point for each item present and correct (10 total). Report the score and the missing items needed to reach 10/10.

1. Decider committed for the full week; one Sprint Master facilitating.
2. Monday produces a target customer and moment (not a vague "test the product").
3. Hard time-boxes used (Crazy 8s in 8 min, 10am-5pm days, no open-ended sessions).
4. Solution sketches done alone and anonymous — no group brainstorming.
5. Wednesday ends with a single Decider Supervote, not consensus.
6. Storyboard specified before any prototype is built.
7. Prototype is a Goldilocks-fidelity facade, testable in 5-15 min, with a trial run done.
8. Exactly 5 target users recruited via screener (6 scheduled to absorb a no-show).
9. Friday uses the Five-Act Interview; users interpret the prototype unexplained.
10. End-of-sprint debrief converts the +/-/~ pattern grid into a decision on next steps.

A plan missing the Decider, real users, or a same-day prototype caps at 6 — those are the failure modes the sprint exists to prevent.

## 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.

See [references/facilitation.md](references/facilitation.md) when you are the Sprint Master — it has the full facilitation guide, time-boxing tactics, and energy-management moves for keeping a stuck or low-energy room productive.

## 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) while facilitating Monday — step-by-step exercise scripts, HMW examples, and the target-selection method.

## 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) before the Four-Step Sketch — Crazy 8s and solution-sketch templates plus worked examples to show the team.

## 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 — s
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Create uncontested market space using value innovation instead of competing head-to-head. Use when the user mentions "blue ocean", "red ocean", "strategy canvas", "ERRC framework", "value innovation", "non-customers", "buyer utility map", "the market is too crowded", "how do we stand out", or "escape the price war". Also trigger when exploring a new market category, or finding underserved or non-customers. Covers the Four Actions Framework, Six Paths, buyer utility map, and value-cost trade-offs. For real strategy formulation and bad-strategy detection, see good-strategy-bad-strategy. For tech adoption strategy, see crossing-the-chasm. For product positioning, see obviously-awesome.

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Structure software around the Dependency Rule: source code dependencies point inward from frameworks to use cases to entities. Use when the user mentions "architecture layers", "dependency rule", "ports and adapters (hexagonal)", "onion architecture", "screaming architecture", "where should business logic go", "decouple from the database", "swap the framework without a rewrite", or "keep business rules independent". Also trigger when deciding which layer code belongs in, isolating core logic from infrastructure, defining module boundaries, or debating whether the framework should call your code or the reverse. Covers component principles, boundaries, and SOLID. For code-level quality, see clean-code. For domain modeling, see domain-driven-design.

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Build a weekly cadence of customer touchpoints using Opportunity Solution Trees, assumption mapping, and interview snapshots. Use when the user mentions "continuous discovery", "opportunity solution tree", "weekly interviews", "assumption testing", "discovery habits", "product trio", "outcome-based roadmap", "how do I talk to customers regularly", "we keep building things nobody uses", or "connect research to the roadmap". Also trigger when setting up regular customer feedback loops, prioritizing which experiments to run, or tying discovery insights to delivery work. Covers experience mapping, co-creation, and prioritizing opportunities. For interview technique, see mom-test. For team structure, see inspired-product.

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Audit websites and landing pages for conversion issues and design evidence-based A/B tests. Use when the user mentions "landing page isnt converting", "conversion rate", "A/B test", "why visitors leave", "objection handling", "bounce rate", "conversion funnel", "increase signups", or "people add to cart but dont buy". Also trigger when diagnosing why signups are low, designing experiment hypotheses, or auditing checkout flows for friction points. Covers funnel mapping, persuasion assets, and objection/counter-objection frameworks. For overall marketing strategy, see one-page-marketing. For usability issues, see ux-heuristics.

crossing-the-chasmSkill

Navigate the technology adoption lifecycle from early adopters to mainstream market. Use when the user mentions "crossing the chasm", "beachhead segment", "whole product", "early adopters vs mainstream", "tech go-to-market", "bowling pin strategy", "technology adoption lifecycle", "pragmatist buyers", "growth stalled after early adopters", or "our go-to-market plan". Also trigger when planning go-to-market for a technical product. Covers the D-Day analogy, bowling-pin strategy, the tornado, and positioning against incumbents. For product positioning, see obviously-awesome. For new market creation, see blue-ocean-strategy.