July 10, 2018

My journey running a design sprint

Optimal Workshop

Recently, everyone in the design industry has been talking about design sprints. So, naturally, the team at Optimal Workshop wanted to see what all the fuss was about. I picked up a copy of The Sprint Book and suggested to the team that we try out the technique.

In order to keep momentum, we identified a current problem and decided to run the sprint only two weeks later. The short notice was a bit of a challenge, but in the end we made it work. Here’s a run down of how things went, what worked, what didn’t, and lessons learned.

A sprint is an intensive focused period of time to get a product or feature designed and tested with the goal of knowing whether or not the team should keep investing in the development of the idea. The idea needs to be either validated or not validated by the end of the sprint. In turn, this saves time and resource further down the track by being able to pivot early if the idea doesn’t float.

If you’re following The Sprint Book you might have a structured 5 day plan that looks likes this:

  • Day 1 - Understand: Discover the business opportunity, the audience, the competition, the value proposition and define metrics of success.
  • Day 2 - Diverge: Explore, develop and iterate creative ways of solving the problem, regardless of feasibility.
  • Day 3 - Converge: Identify ideas that fit the next product cycle and explore them in further detail through storyboarding.
  • Day 4 - Prototype: Design and prepare prototype(s) that can be tested with people.
  • Day 5 - Test: User testing with the product's primary target audience.
Design sprint cycle
 With a Design Sprint, a product doesn't need to go full cycle to learn about the opportunities and gather feedback.

When you’re running a design sprint, it’s important that you have the right people in the room. It’s all about focus and working fast; you need the right people around in order to do this and not have any blocks down the path. Team, stakeholder and expert buy-in is key — this is not a task just for a design team!After getting buy in and picking out the people who should be involved (developers, designers, product owner, customer success rep, marketing rep, user researcher), these were my next steps:

Pre-sprint

  1. Read the book
  2. Panic
  3. Send out invites
  4. Write the agenda
  5. Book a meeting room
  6. Organize food and coffee
  7. Get supplies (Post-its, paper, Sharpies, laptops, chargers, cameras)

Some fresh smoothies for the sprinters made by our juice technician
 Some fresh smoothies for the sprinters made by our juice technician

The sprint

Due to scheduling issues we had to split the sprint over the end of the week and weekend. Sprint guidelines suggest you hold it over Monday to Friday — this is a nice block of time but we had to do Thursday to Thursday, with the weekend off in between, which in turn worked really well. We are all self confessed introverts and, to be honest, the thought of spending five solid days workshopping was daunting. At about two days in, we were exhausted and went away for the weekend and came back on Monday feeling sociable and recharged again and ready to examine the work we’d done in the first two days with fresh eyes.

Design sprint activities

During our sprint we completed a range of different activities but here’s a list of some that worked well for us. You can find out more information about how to run most of these over at The Sprint Book website or checkout some great resources over at Design Sprint Kit.

Lightning talks

We kicked off our sprint by having each person give a quick 5-minute talk on one of these topics in the list below. This gave us all an overview of the whole project and since we each had to present, we in turn became the expert in that area and engaged with the topic (rather than just listening to one person deliver all the information).

Our lightning talk topics included:

  • Product history - where have we come from so the whole group has an understanding of who we are and why we’ve made the things we’ve made.
  • Vision and business goals - (from the product owner or CEO) a look ahead not just of the tools we provide but where we want the business to go in the future.
  • User feedback - what have users been saying so far about the idea we’ve chosen for our sprint. This information is collected by our User Research and Customer Success teams.
  • Technical review - an overview of our tech and anything we should be aware of (or a look at possible available tech). This is a good chance to get an engineering lead in to share technical opportunities.
  • Comparative research - what else is out there, how have other teams or products addressed this problem space?

Empathy exercise

I asked the sprinters to participate in an exercise so that we could gain empathy for those who are using our tools. The task was to pretend we were one of our customers who had to present a dendrogram to some of our team members who are not involved in product development or user research. In this frame of mind, we had to talk through how we might start to draw conclusions from the data presented to the stakeholders. We all gained more empathy for what it’s like to be a researcher trying to use the graphs in our tools to gain insights.

How Might We

In the beginning, it’s important to be open to all ideas. One way we did this was to phrase questions in the format: “How might we…” At this stage (day two) we weren’t trying to come up with solutions — we were trying to work out what problems there were to solve. ‘We’ is a reminder that this is a team effort, and ‘might’ reminds us that it’s just one suggestion that may or may not work (and that’s OK). These questions then get voted on and moved into a workshop for generating ideas (see Crazy 8s).Read a more detailed instructions on how to run a ‘How might we’ session on the Design Sprint Kit website.

Crazy 8s

This activity is a super quick-fire idea generation technique. The gist of it is that each person gets a piece of paper that has been folded 8 times and has 8 minutes to come up with eight ideas (really rough sketches). When time is up, it’s all pens down and the rest of the team gets to review each other's ideas.In our sprint, we gave each person Post-it notes, paper, and set the timer for 8 minutes. At the end of the activity, we put all the sketches on a wall (this is where the art gallery exercise comes in).

Mila our data scientist sketching intensely during Crazy 8s
 Mila our data scientist sketching intensely during Crazy 8s

A close up of some sketches from the team
 A close up of some sketches from the team

Art gallery/Silent critique

The art gallery is the place where all the sketches go. We give everyone dot stickers so they can vote and pull out key ideas from each sketch. This is done silently, as the ideas should be understood without needing explanation from the person who made them. At the end of it you’ve got a kind of heat map, and you can see the ideas that stand out the most. After this first round of voting, the authors of the sketches get to talk through their ideas, then another round of voting begins.

Mila putting some sticky dots on some sketches
 Mila putting some sticky dots on some sketches

Bowie, our head of security/office dog, even took part in the sprint...kind of.
 Bowie, our head of security, even took part in the sprint...kind of

Usability testing and validation

The key part of a design sprint is validation. For one of our sprints we had two parts of our concept that needed validating. To test one part we conducted simple user tests with other members of Optimal Workshop (the feature was an internal tool). For the second part we needed to validate whether we had the data to continue with this project, so we had our data scientist run some numbers and predictions for us.

6-dan-design-sprintOur remote worker Rebecca dialed in to watch one of our user tests live
 Our remote worker Rebecca dialed in to watch one of our user tests live
"I'm pretty bloody happy" — Actual feedback.
 Actual feedback

Challenges and outcomes

One of our key team members, Rebecca, was working remotely during the sprint. To make things easier for her, we set up 2 cameras: one pointed to the whiteboard, the other was focused on the rest of the sprint team sitting at the table. Next to that, we set up a monitor so we could see Rebecca.

Engaging in workshop activities is a lot harder when working remotely. Rebecca would get around this by completing the activities and take photos to send to us.

8-rebecca-design-sprint
 For more information, read this great Medium post about running design sprints remotely

Lessons

  • Lightning talks are a great way to have each person contribute up front and feel invested in the process.
  • Sprints are energy intensive. Make sure you’re in a good place with plenty of fresh air with comfortable chairs and a break out space. We like to split the five days up so that we get a weekend break.
  • Give people plenty of notice to clear their schedules. Asking busy people to take five days from their schedule might not go down too well. Make sure they know why you’d like them there and what they should expect from the week. Send them an outline of the agenda. Ideally, have a chat in person and get them excited to be part of it.
  • Invite the right people. It’s important that you get the right kind of people from different parts of the company involved in your sprint. The role they play in day-to-day work doesn’t matter too much for this. We’re all mainly using pens and paper and the more types of brains in the room the better. Looking back, what we really needed on our team was a customer support team member. They have the experience and knowledge about our customers that we don’t have.
  • Choose the right sprint problem. The project we chose for our first sprint wasn’t really suited for a design sprint. We went in with a well defined problem and a suggested solution from the team instead of having a project that needed fresh ideas. This made the activities like ‘How Might We’ seem very redundant. The challenge we decided to tackle ended up being more of a data prototype (spreadsheets!). We used the week to validate assumptions around how we can better use data and how we can write a script to automate some internal processes. We got the prototype working and tested but due to the nature of the project we will have to run this experiment in the background for a few months before any building happens.

Overall, this design sprint was a great team bonding experience and we felt pleased with what we achieved in such a short amount of time. Naturally, here at Optimal Workshop, we're experimenters at heart and we will keep exploring new ways to work across teams and find a good middle ground.

Further reading

Publishing date
July 10, 2018
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How to run a remote-friendly co-design

Co-design is a powerful way to improve design processes in two ways: speed and quality. When your work environment allows and encourages people to work remotely in a temporary or permanent way – as we do at Optimal Workshop – we need to get creative if we want to find ways to include everyone.

After a research project, my marketing team was looking at redesigning our Enterprise landing page. We wanted to speed up our experimentation and determined that collaboration was the best approach. Ideation exercises require more than just a team of designers –  we needed to involve the right people with the right knowledge. To generate more diverse, creative and insightful outputs, we invited different personalities as well as different roles. Our team was comprised of a mix of sales, customer success, marketing, developers and designers. All located in different locations around the world, including the United States, New Zealand, France and Ireland.

To make this global session happen, we used Mural, a digital workspace for visual collaboration. It’s a great way to explore ideas in a collaborative space from anywhere with an internet connection and a laptop.

What is a co-design?

A co-design is a fast-paced workshop that generates abundant and diverse ideas beyond what just one individual can produce.

What does it involve?

A clear plan

Define the problem you want to solve, articulate user needs and any pain points you’ve identified. It’s also important to explain why this problem is something worth investigating. This preparation work will help to cut back on inefficient conversations and ensure your team and stakeholders are aligned on goals, opportunities and problem statements.

HMW (How Might We)

HMW questions are a way to frame the challenge you are trying to solve using short, compelling questions to spark creative thinking and discover solutions.

Divergence

Diverging is a quantitative process where you create as many ideas as possible by answering the HMW questions. Each member then presents their ideas while the rest of the team writes their feedback on Post Its in two ways: ‘I like’ – what you like about the solutions and ‘I wonder’ – how you might improve the solutions.

Convergence

Converging is a qualitative process. Once everyone has presented their ideas and looked over the feedback, it’s time to consolidate the best designs into one solution. After presenting their solutions, team members vote on their favorite ideas or the most compelling features by placing stickers on the ones they like. Commonly, each person should have 3 stickers.

What do you want at the end of the co-design?

Once you’ve passed through the divergent and convergent stages for your HMW questions, you’ll hopefully have some key areas of impact to focus on that are worth prototyping in the form of a wireframe or a higher fidelity design. Using this process, you should be able to develop a design that incorporates input from all disciplines and departments.

Tips for running a co-design:

Plan ahead

  • 8 people max per workshop
  • Prior to creating a calendar invite, ask who would be interested to participate via a message or in person. Allow teams to choose who will represent their team.
  • Have your low-fidelity sketching supplies ready: Post-its, markers, blank sheets etc

Setting the context and explaining the rules

  • Write a description within the calendar invite to give some context prior to the meeting. e.g “What we are working on?”, What will we do with the output?” and “What if I am busy and can't come?”.
  • Send reminders the day before to make sure people are registered to the software you might use, specify if they need to bring anything specific(laptop, tablet, etc).
  • Adding a "What’s coming" section to the agenda helps people to stay on track.
  • Set a clear presentation to encourage creativity – inspire your team!

A timer

  • A mechanism for tracking time down to the minute is crucial for keeping track of the work achieved.
  • Schedule a good amount of time for feedback and voting.
  • Allow a 5 to 10 min break time.
  • Involve a second facilitator to help with time tracking.

How we ran a remote-friendly co-design

What worked well?

True effort  and planning

The classic paper/post-it system isn’t suitable for remote workers. Despite video conferencing, it is still hard to hear everyone or read a whiteboard. I wanted a tool that would allow me to include everyone the same way, and allow easy follow up on the achievements. This system needed to work even for people who couldn’t attend or had to leave halfway through the meeting.

Feedback received:

  • "It takes real effort to get these up and running and the use of other software to make use of the time of everyone" 
  • "I can’t imagine doing workshops in any other way in the future"

Communication with remote workers

Avoid questions like “please vote if you are okay to come in early” which makes remote workers feel bad.

Feedback received:

  • "Remote workers feel like they’re a burden in meetings, but you made us feel super included"

What could have been done differently?

Time and people management

Handling time and people is tricky, you can easily run out of time and be forced to rush through the last steps of your meeting. Don’t hesitate to ask for help facilitating the co-design.

Feedback received:

  • "More time to give feedback to everyone's ideas would have been nice"

Remote organization

Find a way to be as inclusive as possible, like finding a remote solution for snacks and drinks.

Feedback received:

  • "Consider snacks for overseas people or let us know that we should get something to be included in that"

Tips for running a remote-friendly co-design:

A well-chosen space and time

Involving people from multiple countries or time zones requires preparation and consideration.  Don't be afraid to ask people to arrive earlier than their standard working hours.

Collaborative tools

  • Use inclusive tools during meetings that allow everyone to follow the work being done. Also making sure that the tool makes it easy for people to come back and review the work later if they can’t attend the meeting.
  • Set up a Mural board that will replace your slide presentation. Everything should live in same place including Context, HMW, dedicated places to upload images etc.
  • Make sure everyone knows how to use all of the tools needed. It might help to start with a small exercise to help everyone get familiar with it. If there’s not enough time for it, set that exercise prior to the meeting (maybe as part of your reminder).

Manage noises

Depending on the number of participants, background music can prevent remote workers from hearing and understanding conversations.

  • Avoid background music.
  • Manage people and time to avoid banter and chit chat where possible..

Be inclusive

Make sure everyone feels like they’re part of a team rather than a burden for being remote. Allow time for questions, repetition and clarification.

  • Avoid questions that make remote workers feel bad like “please vote if you are okay to come in early”.
  • Allow time for questions, repetition and clarification.
  • If you plan some snacks and drinks, either include it in your workshop budget or let the remote workers know they can bring their own food (depending on timezone).
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Clara Kliman-Silver: AI & design: imagining the future of UX

In the last few years, the influence of AI has steadily been expanding into various aspects of design. In early 2023, that expansion exploded. AI tools and features are now everywhere, and there are two ways designers commonly react to it:

  • With enthusiasm for how they can use it to make their jobs easier
  • With skepticism over how reliable it is, or even fear that it could replace their jobs

Google UX researcher Clara Kliman-Silver is at the forefront of researching and understanding the potential impact of AI on design into the future. This is a hot topic that’s on the radar of many designers as they grapple with what the new normal is, and how it will change things in the coming years.

Clara’s background 

Clara Kliman-Silver spends her time studying design teams and systems, UX tools and designer-developer collaboration. She’s a specialist in participatory design and uses generative methods to investigate workflows, understand designer-developer experiences, and imagine ways to create UIs. In this work, Clara looks at how technology can be leveraged to help people make things, and do it more efficiently than they currently are.

In today’s context, that puts generative AI and machine learning right in her line of sight. The way this technology has boomed in recent times has many people scrambling to catch up - to identify the biggest opportunities and to understand the risks that come with it. Clara is a leader in assessing the implications of AI. She analyzes both the technology itself and the way people feel about it to forecast what it will mean into the future.

Contact Details:

You can find Clara in LinkedIn or on Twitter @cklimansilver

What role should artificial intelligence play in UX design process? 🤔

Clara’s expertise in understanding the role of AI in design comes from significant research and analysis of how the technology is being used currently and how industry experts feel about it. AI is everywhere in today’s world, from home devices to tech platforms and specific tools for various industries. In many cases, AI automation is used for productivity, where it can speed up processes with subtle, easy to use applications.

As mentioned above, the transformational capabilities of AI are met with equal parts of enthusiasm and skepticism. The way people use AI, and how they feel about it is important, because users need to be comfortable implementing the technology in order for it to make a difference. The question of what value AI brings to the design process is ongoing. On one hand, AI can help increase efficiency for systems and processes. On the other hand, it can exacerbate problems if the user's intentions are misunderstood.

Access for all 🦾

There’s no doubt that AI tools enable novices to perform tasks that, in years gone by, required a high level of expertise. For example, film editing was previously a manual task, where people would literally cut rolls of film and splice them together on a reel. It was something only a trained editor could do. Now, anyone with a smartphone has access to iMovie or a similar app, and they can edit film in seconds.

For film experts, digital technology allows them to speed up tedious tasks and focus on more sophisticated aspects of their work. Clara hypothesizes that AI is particularly valuable when it automates mundane tasks. AI enables more individuals to leverage digital technologies without requiring specialist training. Thus, AI has shifted the landscape of what it means to be an “expert” in a field. Expertise is about more than being able to simply do something - it includes having the knowledge and experience to do it for an informed reason. 

Research and testing 🔬

Clara performs a lot of concept testing, which involves recognizing the perceived value of an approach or method. Concept testing helps in scenarios where a solution may not address a problem or where the real problem is difficult to identify. In a recent survey, Clara describes two predominant benefits designers experienced from AI:

  1. Efficiency. Not only does AI expedite the problem solving process, it can also help efficiently identify problems. 
  2. Innovation. Generative AI can innovate on its own, developing ideas that designers themselves may not have thought of.

The design partnership 🤝🏽

Overall, Clara says UX designers tend to see AI as a creative partner. However, most users don’t yet trust AI enough to give it complete agency over the work it’s used for. The level of trust designers have exists on a continuum, where it depends on the nature of the work and the context of what they’re aiming to accomplish. Other factors such as where the tech comes from, who curated it and who’s training the model also influences trust. For now, AI is largely seen as a valued tool, and there is cautious optimism and tentative acceptance for its application. 

Why it matters 💡

AI presents as potentially one of the biggest game-changers to how people work in our generation. Although AI has widespread applications across sectors and systems, there are still many questions about it. In the design world, systems like DALL-E allow people to create AI-generated imagery, and auto layout in various tools allows designers to iterate more quickly and efficiently.

Like many other industries, designers are wondering where AI might go in the future and what it might look like. The answer to these questions has very real implications for the future of design jobs and whether they will exist. In practice, Clara describes the current mood towards AI as existing on a continuum between adherence and innovation:

  • Adherence is about how AI helps designers follow best practice
  • Innovation is at the other end of the spectrum, and involves using AI to figure out what’s possible

The current environment is extremely subjective, and there’s no agreed best practice. This makes it difficult to recommend a certain approach to adopting AI and creating permanent systems around it. Both the technology and the sentiment around it will evolve through time, and it’s something designers, like all people, will need to maintain good awareness of.

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