design-sprint

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name: design-sprint
description: 'Run a structured 5-day process to prototype, test, and validate product ideas with real users. Use when the user mentions "design sprint", "validate in a week", "rapid prototype", "test with users", "de-risk before building", "GV sprint", "prototype testing", or "design workshop". Also trigger when a team needs to make a critical product decision quickly, resolve stakeholder disagreements, or test risky ideas before investing in development. Covers mapping, sketching, deciding, prototyping, and testing. For ongoing experimentation, see lean-startup. For customer job analysis, see jobs-to-be-done.'
license: MIT
metadata:
author: wondelai
version: "1.2.0"

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 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 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 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, competitor screenshots
Interviewer (1) Writes and rehearses Friday's interview script
Sprint Master Helps where needed, keeps energy up

Build the Prototype

Tools: Figma, Keynote, or PowerPoint linked slides for web/apps; video walkthrough or 3D-printed mockup for physical products; role-play video or scripted interaction for services.

Morning: divide the storyboard into scenes and assign them to makers. Afternoon: stitch together, review against the storyboard, rehearse the full flow, and run a trial with someone outside the sprint team.

Prototype checklist:

  • Follows storyboard exactly
  • Looks real enough to get honest reactions
  • Can walk through in 5-15 minutes
  • Interviewer knows how to present it
  • Trial run completed

Thursday output: realistic prototype, interview script, prepared interview room.

See: references/thursday.md for prototyping tools and techniques.

Friday: Test

Goal: Interview 5 customers; learn what works and what doesn't.

Setup

Interview room: quiet space, laptop with the prototype, camera recording screen and customer's face. Observation room: live video feed where the whole team watches and takes notes on a whiteboard. One Interviewer conducts all five interviews.

The Five-Act Interview

About 30 minutes per customer, with 30-minute breaks between to discuss observations and adjust questions.

Act Time What to Do
1. Friendly welcome 5 min Greet warmly; explain you're testing the prototype, not them; get recording permission; encourage thinking aloud
2. Context questions 5 min "Tell me about how you currently handle [problem]" — understand mindset and current behavior
3. Introduce prototype 5 min "What's this? What do you think it's for?" Don't explain — let them interpret
4. Tasks and nudges 15 min Open-ended exploration, then storyboard tasks. When stuck: "What would you do next?", "What's going through your mind?" Don't help — watch them struggle
5. Debrief 5 min "What did you think overall?", "Who is this for?", "What worked? What was confusing?"

Five Is the Magic Number

Patterns emerge after 3-5 people and returns diminish after 5 — and five 1-hour slots fit one day. Recruit target customers via a screener survey, offer an incentive (- B2B, - B2C), and schedule 6 to absorb a no-show.

Take Notes: Pattern Recognition

Capture observations in a grid, one column per customer:

Customer 1 Customer 2 Customer 3 Customer 4 Customer 5
notes notes notes notes notes

Mark each observation (positive, success), (negative, failure), or ~ (neutral/mixed). After all five interviews, count marks per row and look for patterns — did all 5 struggle with the same thing?

End-of-Sprint Debrief

Organize findings: ✓ what worked (flows everyone understood, messaging that resonated), ✗ what failed (confusing terminology, missing steps, wrong assumptions), ~ mixed (some got it, some didn't). Then decide next steps:

  • Core concept validated: build it, or run the next sprint on details
  • Major issues: pivot, or sprint again on the problems
  • Total failure: back to the drawing board — you just saved months

Friday output: interview recordings, pattern notes, a clear list of what works and what doesn't, decision on next steps.

See: references/friday.md for interview scripts and note-taking templates.

When to Run a Design Sprint

Run when: the decision is high-stakes, there's no time to build and test normally, the team is stuck in endless debate, multiple solutions compete, it's a new product/feature/major redesign, or you need to de-risk before investing.

Don't run when: the problem and solution are obvious and you just need to execute, the team isn't bought in, or you can't get the Decider for the full week.

Variations

  • 4-Day Sprint: Day 1 Map + Sketch (compressed), Day 2 Decide, Day 3 Prototype, Day 4 Test.
  • Remote Sprint: Same schedule with Miro/FigJam whiteboards and Zoom.
  • Multi-Sprint: Sprint 1 chooses direction on a broad problem, Sprint 2 deep-dives the chosen solution, Sprint 3 refines details.

Common Mistakes

Mistake Why It Fails Fix
Skip prototyping Nothing to test Always prototype, even if simple
Over-engineer prototype Waste time on details that don't matter Facade only, not working code
Test with wrong users Invalid feedback Screen for target customers
Explain prototype to users Defeats the test Let them struggle, observe confusion
No decision maker Can't commit to decision Get Decider for full week or don't sprint
Interruptions Breaks focus Protect the week, no meetings/emails

Quick Diagnostic

Audit any sprint plan:

Question If No Action
Do we have a Decider for full week? Sprint will fail Get commitment or postpone
Is the problem important enough? Waste of time Only sprint on big challenges
Can we prototype in 1 day? Wrong problem for sprint Choose more concrete problem
Can we recruit 5 target users? Can't test properly Start recruiting now (2 weeks ahead)
Will team commit to no interruptions? Won't maintain focus Get buy-in from leadership

Reference Files

Further Reading

For the complete methodology, exercises, and case studies:

About the Author

Jake Knapp created the Design Sprint at Google, where he ran sprints on Gmail, Chrome, and Google X, then refined the process across 100+ startup sprints as a design partner at Google Ventures. The sprint is now used at Google, Slack, Airbnb, LEGO, and thousands of companies worldwide. He is also the author of Make Time.