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¿Desea una forma eficiente y efectiva de probar cualquier idea de negocio o creativa? Inspirada en Google Ventures, esta presentación Sprint de Diseño guía a través de un proceso de cinco días que puede comprimir meses de toma de decisiones y pruebas en solo una semana. Utilice las herramientas de esta presentación para convertir las ideas en hipótesis comprobables.

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The potential future trends in decision-making and testing processes inspired by methods like Design Sprint could include increased use of technology and AI to facilitate the process, more emphasis on user experience and customer feedback in decision-making, and a shift towards more iterative and agile processes. There might also be a trend towards more collaborative decision-making, with teams working together to brainstorm, prototype, and test ideas. Additionally, we might see more companies adopting these methods as they seek to innovate and stay competitive.

Some alternative strategies to the Design Sprint method for testing out business or creative ideas include the Lean Startup methodology, Agile development, Scrum, Kanban, and the Waterfall model. The Lean Startup methodology emphasizes learning and iteration, with a focus on customer feedback and validated learning. Agile development is a set of principles for software development under which requirements and solutions evolve through the collaborative effort of self-organizing cross-functional teams. Scrum is a subset of Agile and is a lightweight process framework for agile development. Kanban is a visual system for managing work as it moves through a process. The Waterfall model is a sequential design process, often used in software development processes, where progress is seen as flowing steadily downwards (like a waterfall) through the phases of conception, initiation, analysis, design, construction, testing, production/implementation, and maintenance.

Companies like Apple and Tesla can incorporate the five-day process of Design Sprint into their decision-making and testing procedures by following the steps of the Design Sprint. The process begins with understanding the problem on the first day, sketching solutions on the second day, deciding on the best solution on the third day, prototyping the solution on the fourth day, and testing the prototype on the fifth day. This process allows these companies to quickly test out ideas and make decisions, saving them time and resources.

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Calendario de la carrera

El Design Sprint fue creado por Google Ventures para probar ideas sin desperdiciar recursos. Se ha demostrado que funciona para todo tipo de casos de negocio independientemente de la industria, desde empresas de tecnología como Slack, hasta productos de consumo como Blue Bottle Coffee. Es importante seguir un horario estructurado día a día durante una semana de carrera, y el calendario de la carrera lo expone todo:

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Yes, Slack, a popular communication platform in the tech industry, is a great example of a successful Design Sprint. They used the Design Sprint process to test and validate ideas quickly and efficiently, which helped them in making informed decisions and saving resources. This process played a significant role in their success.

There are several alternative strategies to the Design Sprint for testing business ideas. Some of these include Lean Startup methodology, Agile development, Scrum, and Kanban. Lean Startup methodology focuses on creating a minimum viable product to test market hypotheses and requires continuous innovation based on customer feedback. Agile development is a set of principles for software development under which requirements and solutions evolve through the collaborative effort of self-organizing cross-functional teams. Scrum is a subset of Agile and is a lightweight process framework for agile development. Kanban is another agile methodology that is used to manage work by balancing the demands with available capacity, and by improving the handling of system-level bottlenecks.

The Design Sprint method, created by Google Ventures, is a versatile tool that can be applied across various industries. While the content does not specifically mention its application in Apple or Tesla, it's plausible that these companies, known for their innovative approaches, could utilize Design Sprints. This method allows for rapid prototyping and testing of ideas, which is crucial in tech industries. However, without specific examples or case studies, it's difficult to detail how Apple or Tesla have specifically used Design Sprints.

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  • Lunes se centra en identificar la pregunta que se abordará en la carrera.
  • Martes es cuando los equipos idean o generan soluciones.
  • Miércoles es cuando los equipos seleccionan la solución a probar.
  • Jueves es cuando los equipos construyen el prototipo
  • Viernes es para observar lo que se ha hecho.
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"Cómo Podríamos Nosotros" (CPN)

"Cómo Podríamos Nosotros" es una herramienta común utilizada el lunes. Las preguntas de Cómo Podríamos Nosotros reformulan los problemas como oportunidades.No dedique demasiado tiempo a refinar las declaraciones HMW, en cambio, anime a los miembros del equipo a generar tantas ideas como sea posible. Una vez creada una lista, haga un diagrama de afinidad y categorice en base a temas, luego reduzca la lista mediante la votación. (Diapositivas 14-15)

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A real-world example of a successful implementation of the 'How Might We' tool in a business strategy is the case of Procter & Gamble (P&G). P&G used the 'How Might We' approach to reframe their problem of increasing sales of their detergent product, Tide. They reframed the problem as an opportunity: 'How might we make washing clothes easier?' This led to the invention of Tide Pods, a single-use laundry detergent product, which significantly increased their sales and market share.

Some alternative strategies to the 'How Might We' method for generating and refining ideas include the '5 Whys' technique, 'SCAMPER' (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse), 'Brainwriting', and 'Mind Mapping'. These methods encourage creative thinking and idea generation in different ways. The '5 Whys' technique involves asking 'why' five times to get to the root of a problem. 'SCAMPER' is a checklist tool that helps generate ideas for improvements. 'Brainwriting' is a silent, written form of brainstorming. 'Mind Mapping' is a visual tool to organize information and ideas.

Global companies like Apple or Tesla can utilize the 'How Might We' (HMW) tool in their decision-making process by using it to reframe their problems as opportunities. This tool encourages team members to generate as many ideas as possible without spending too much time refining the HMW statements. Once a list of HMW questions is created, they can make an affinity diagram and categorize the questions based on themes. Then, they can narrow down the list by voting. This process can help these companies to quickly generate and test out creative solutions to their problems.

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Mapeo de usuarios

El Mapeo de Flujo de Usuario se utiliza para recrear la experiencia paso a paso de los usuarios cuando se encuentran con un problema o interactúan con un producto. El objetivo de este método es obtener una visión profunda de la mentalidad del usuario e identificar puntos de dolor. A partir de esta secuencia de eventos, identifique un evento objetivo basado en sus preguntas más importantes de Cómo Podríamos. (Diapositiva 13)

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While specific case studies are not mentioned in the content, User Flow Mapping has been effectively used in various real-world applications. For instance, Airbnb used this method to improve their booking process. They mapped out the user journey from searching for a property to final booking, identifying pain points and areas of friction. This allowed them to redesign their process, making it more user-friendly and increasing conversions. Similarly, Uber used User Flow Mapping in their design sprint to streamline the ride-booking process, making it more intuitive and reducing the time taken to book a ride.

Some common misconceptions about User Flow Mapping in the Design Sprint process include the belief that it's a time-consuming and unnecessary step, or that it's only useful for complex projects. In reality, User Flow Mapping is a crucial part of the design process that helps teams understand the user's journey and identify potential issues. It's not just for complex projects; even simple interfaces can benefit from this process. Another myth is that User Flow Mapping is only about the user's actions. However, it also involves understanding the user's thoughts and emotions at each step.

The process of User Flow Mapping in Design Sprint is a method to understand the user's experience and identify their pain points. It's a focused approach that targets a specific event based on the most important questions. On the other hand, companies like Apple and Tesla might use a variety of methodologies depending on the project. For instance, Apple is known for its user-centric design thinking, while Tesla uses first principles thinking to innovate. However, it's important to note that these methodologies are not mutually exclusive and can be used in conjunction with User Flow Mapping.

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El evento objetivo es el paso más crítico que el usuario o cliente debe realizar para completar la tarea. Por ejemplo, para la pregunta de "¿Cómo proporcionamos soporte al cliente en tiempo real?" El evento objetivo puede ser hacer clic en la ventana de chat de soporte al cliente.

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Demostración relámpago

La demostración relámpago es una sesión grupal que tiene lugar el martes para recopilar ideas e inspiración. Involucra un ejercicio cronometrado en el que los participantes comparten soluciones existentes de otras empresas que consideran prometedoras. El objetivo es proporcionar una amplia gama de conceptos para la próxima actividad, votación de soluciones y creación de storyboards.En muchos casos, la demostración relámpago demuestra que las mejores ideas a menudo ya están en nuestras mentes, solo necesitan ser afinadas. (Diapositiva 17)

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The concept of the lightning demo can be applied to other areas of business strategy by using it as a tool for brainstorming and idea generation. For instance, in marketing, a team could conduct a lightning demo to share and discuss successful campaigns from other companies. In operations, a lightning demo could be used to explore efficient processes used by other organizations. Essentially, the lightning demo can be used in any area where there is a need for fresh ideas and inspiration, and where learning from the successes of others can be beneficial.

The content does not provide specific examples of successful solutions that have emerged from the lightning demo process. However, the lightning demo process is designed to gather promising solutions from other companies. These solutions are then fine-tuned and voted on. The most successful solutions are those that are refined and chosen through this process.

The lightning demo process in Google's Design Sprint is a group session where participants share promising solutions from other companies. It's a timed exercise aimed at gathering a wide range of concepts for the next activity. This method encourages the fine-tuning of ideas that are already on participants' minds. As for Apple and Tesla, their brainstorming methods are not explicitly mentioned in the content. However, many successful companies use similar collaborative brainstorming techniques to generate and refine ideas. The specifics can vary based on company culture and the nature of the project.

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Votación de soluciones

El miércoles, utilice la votación de puntos para llegar a un consenso en torno a una única idea que aborde el problema original del sprint. Cuelgue los bocetos de soluciones de todos. Los miembros del equipo pueden hacer preguntas o discutir detalles de los bocetos durante este tiempo.

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Dale a cada miembro del equipo tres votos. Pueden distribuir sus votos entre los diferentes bocetos de cualquier manera que elijan. El boceto que reciba más votos será el que el equipo llevará adelante para hacer el prototipo. (Diapositiva 20)

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Ahora, crea un guión gráfico para demostrar la solución. El guión gráfico puede tener de seis a quince cuadros, con cada cuadro representando de uno a dos minutos de tiempo. Este flujo de eventos se utilizará durante la prueba de usabilidad el viernes. (Diapositiva 22)

Prototipado

El jueves es cuando creas un prototipo de tu solución. Dado que este es el prototipo que se utilizará durante la prueba de usabilidad, asegúrate de que se vea y se sienta creíble.La clave es construir un Producto Mínimo Viable que tome el menor tiempo posible pero que aún sea lo suficientemente bueno para ser utilizado, en otras palabras, calidad de Goldilocks. (Diapositivas 25-27)

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Some common misconceptions about creating prototypes during a Design Sprint include:

1. Prototypes need to be perfect: In reality, the goal is to create a Minimum Viable Product that is "good enough" to be used in usability tests. It doesn't have to be perfect, but it should be believable.

2. Prototyping is time-consuming: The idea of a Design Sprint is to compress months of work into a single week. Thus, the prototype should be created quickly, focusing on the key features that need to be tested.

3. Only designers can create prototypes: In a Design Sprint, everyone in the team can contribute to the prototype. It's a collaborative process.

Apple's first iPhone and Tesla's Roadster are examples of Minimum Viable Products (MVPs) that were created using the Goldilocks quality principle. The first iPhone, released in 2007, was far from perfect. It lacked key features that are now standard, such as copy and paste, MMS messaging, and an app store. However, it was good enough to revolutionize the smartphone industry and establish Apple as a key player. Similarly, Tesla's Roadster was the company's first vehicle. It had limited range and a high price tag, but it demonstrated the potential of electric vehicles and helped Tesla establish its brand.

Google's Design Sprint approach is unique in its speed and efficiency. It is a five-day process that compresses months of decision-making and testing into just one week. On the fourth day, a prototype is created that is of 'Goldilocks quality' - not too basic, not too advanced, but just right. This prototype is then used for usability testing. This approach is different from other prototyping methodologies which may take longer and not have such a rapid testing and feedback loop.

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Otra gran tarea el jueves es planificar todo lo que va a estar en las sesiones de prueba de usabilidad el viernes. El plan de prueba de usabilidad debe explicar lo que se está intentando probar, quién será probado, las indicaciones o preguntas a hacer, y logística básica como ubicación, fechas, equipo o suministros. El equipo debe hacer una prueba en seco de la prueba y actuar una sesión de prueba de principio a fin. (Diapositiva 28)

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A real-world example of a successful usability test session during a Design Sprint could be the one conducted by Google for its Google Meet application. The team had a prototype ready by the fourth day of the sprint. On the fifth day, they conducted usability test sessions with a diverse group of users. The users were asked to perform specific tasks while the team observed their interactions with the prototype. The feedback from these sessions was invaluable in identifying usability issues and areas for improvement, which were then incorporated into the final product.

Some common challenges when planning usability test sessions in a Design Sprint include: defining clear objectives for the test, identifying the right participants, creating effective prompts or questions, and managing logistics such as location, dates, and equipment. Additionally, conducting a dry run of the test to ensure everything runs smoothly can also be challenging.

Google's Design Sprint approach is a unique method of testing business or creative ideas. It is a five-day process that compresses months of decision-making and testing into just one week. This approach is highly efficient and effective as it allows for rapid prototyping and testing. It involves a series of steps including mapping, sketching, deciding, prototyping, and testing. This structured approach ensures that all aspects of the idea are thoroughly examined and tested, reducing the risk of failure. In comparison, other methods may take longer and may not be as comprehensive in their testing and decision-making process.

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Pruebas

Finalmente, es hora del espectáculo. Mientras el entrevistador realiza las sesiones de prueba de usabilidad el viernes, los observadores deben tomar notas y trazar ideas en una tabla. Los resultados de las pruebas ayudarán a validar o invalidar la suposición original del sprint. Los resultados mostrarán si su solución tendrá éxito, si necesita mejoras, o si será una completa pérdida de dinero y recursos. Incluso si la solución falla, es un proceso valioso porque puedes aprender de él y no perder más tiempo en una mala idea.(Diapositiva 31)

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The benefits of the Design Sprint method, even if the solution fails, are numerous. Firstly, it allows for rapid prototyping and testing of ideas, which can save significant time and resources. If the solution fails, it's still a valuable process because it provides learning opportunities. It helps to identify the flaws or issues in the idea at an early stage, preventing further investment in a potentially unsuccessful project. This method also encourages creativity and innovation, as it allows for the exploration of various solutions in a short period of time.

The Design Sprint approach helps in saving money and resources by compressing months of decision-making and testing into just one week. It allows businesses to quickly validate or invalidate their assumptions, thus preventing them from wasting time and resources on unviable ideas. Even if the solution fails, it's a valuable process because you can learn from it and not waste any more time on a bad idea.

The potential outcomes of the Design Sprint process can be broadly categorized into three: success, need for improvement, or failure. Success validates the original assumption and indicates that the solution will work. If the solution needs improvement, it suggests that while the original assumption has some merit, adjustments are required for optimal results. Failure, on the other hand, invalidates the original assumption, indicating that the solution will not work. However, even a failure is valuable as it prevents further investment in a flawed idea.

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