UX Design Methodology

STEP 1: PRE SPRINT

We should not start a sprint without defining a "job to be done" as the focus of the sprint. The "job to be done" may evolve during the sprint into a problem statement agreed upon by the whole team, but without one as a starting point our client is not ready and should not be paying us.

  • Review Design Sprint Documentation & Schedule

  • Review Roles for Sprint

  • Set Expectations for Sprint Outcome

  • Set up Sprint Room

  • Capture Existing Competition

  • Schedule 4-6 people for Interviews / Usability Tests

  • Run User Interviews / Survey / or research sprint

STEP 2: UNDERSTAND

The Understand phase develops a common understanding of the context within which we are working and all the elements in that context: the customer, their job to be done, and the business our client hopes to support by servicing the job to be done. We want to expose risky knowledge gaps and assumptions so we can make plans to reduce those risks and move forward with confidence.

  • Pitch Practice (15 mins)

  • Start Assumptions Board (30 mins)

  • Review Research (2-4 hrs)

  • Problem Statement (1 hr)

  • Critical Path (1 hr)

STEP 3: DIVERGE

The Diverge phase generates insights and concepts for solutions. Our goal is to explore as many possibilities as possible, regardless of how feasible or viable. Insights are born from this explosion of possibilities by considering the implications of radically different approaches to solving a problem. These insights can become valuable differentiating forces and the source of inspiration for unique solutions.

  • Pitch Practice (15 mins)

  • Mind Mapping (15 mins)

  • Crazy Eights (5 mins)

  • Storyboard (20 mins)

  • Silent critique (10 mins)

  • Group critique (3 mins per idea)

STEP 4: CONVERGE

The Converge phase takes all the possibilities generated over the past two phases and hones in on a single version to prototype and test with existing or potential customers. By exploring and eliminating so many options, we have reason to be more confident in our choices.

  • Pitch Practice (15 mins)

  • Identify Conflicts (1 hr) 

  • Create Assumption / Test Table (2 hrs) 

  • Whiteboard the final story board (2 hrs)

  • Create testing plan (2hrs) 

STEP 5: PROTOTYPE

The Prototype phase develops a prototype that fills our riskiest knowledge gaps and assumptions. Paper prototypes, Keynote prototypes, Flinto prototypes, and static HTML/CSS pages are all valid mediums. The medium should be determined by our time constraints and learning goals.

  • Write real copy & get real data (6 hrs)

  • Create prototype (6 hrs) 

STEP 6: TEST & LEARN

The Test phase tests our prototype with existing or potential customers. By the end of this phase, we should have validated or invalidated our riskiest knowledge gaps and assumptions and have confidence in our next steps.

  • Interview & Observe (6 hrs)

  • Make a plan for going forward (2 hrs) 

Design & UXFrancesca Tabor