Day 3 - Design: Experience Activities

Day 3 - Design: Experience Activities

Day 3 Activities:

To start Day 3, you and your team will have a range of solutions sketches to choose from. You’ll critique each solution, and decide which ones have the best chance of achieving your long-term goal. Then (later in the day) you’ll take the winning scenes from your sketches and weave them into a storyboard (which becomes a step-by-step plan for your prototype).

  • Decision (5-steps) – efficiently and effectively identify the best idea components to test with in sprint week
    • Why do this? It gives the team of experts a voice in selecting ideas to prototype and test. Everyone has a chance to make a proposal and at least understands the rationale of which to proceed with – keeping shared momentum.
    • Advance Concepts® - Key tips/learnings:
      • Before handing the Solution Sketches in the “gallery” we like to take a few mins with the artist and think aloud to them – our interpretation of their sketch. This quick “playback” gives them one last chance to make revisions that help the sketch speak for itself effectively. Very important.
      • When the facilitator reads each idea aloud, closing each sketch with the question “did anyone interpret this differently?” Allows the artist to anonymously speak up 😉
      • It helps to give the Decider a break to make the super-vote. We also often summarize each of their votes with a title/statement to remind the team of the intent .
    • Sprint Book - pages 127-142
      • Key tips:
        • Step 1 – Art Museum- Gallery. Let people roam and appreciate the art
        • Step 2 – Heat Map – give plenty of tiny dots for people to add heat on the hot details
        • Step 3 – Speed Critique- facilitator quickly walks through all sketches, keeping anonymity
        • Step 4 – Straw Poll Vote- individuals use big dots to vote for their top panel(s). Each person can explain their vote to the decider
        • Step 5- Super Vote- Decider makes the final call choosing a few panels that are key for the prototype/experience to test with.
    • Decision (15:02) AJ&Smart (Same activity, however they are using in “sprint 2.0”)
  • Rumble (optional) – deciding if you’re doing just one prototype or more.
    • Why do this? Sometimes you need to have a benchmark to test against. Or you have two distinct but valid winning solutions to learn about. OR you have a large team that is able to divide and be more aspirational. This is a moment to reflect and decide if you should (or can) do one or more prototype.
    • Advance Concepts® - Key tips/learnings:
      • We don’t see this much, but it’s always a great moment to prompt the Decider with an opportunity to divide the team or test multiple prototypes.
      • Sometimes we’ll just avoid this conversation altogether if it isn’t appropriate
    • Sprint Book - pages 145-147
      • Key tips: Sprint book talks about “Note and Vote” here – as a way to quick poll the group in decision making. It’s super-useful in many situations.
    • Note and Vote – Advance Concepts
  • User Test Flow (optional) – outline the storyboard at a high-level, before filling it in
    • Why do this? It can be a huge task going from one winning 3-panel sketch to a 10-panel storyboard. It’s hard to do collaboratively with the group too. Use this tool as an in-between step that makes the transition much better.
    • Advance Concepts® - Key tips/learnings:
      • NOTE – When doing this virtually, the guides/facilitators will often do this separately on a break, to get to the storyboard much more quickly 😊
      • Write the “action steps” from the perspective of your target customer, be human-centered.
      • Action steps should describe something that happens (ideally, an informative subjective-value exchange)
    • Sprint Book – Not in the Sprint Book
    • User Test Flow (8:41) AJ&Smart
  • Storyboard  – build out the key moments (comic-book style) that will make up the Day 5 test
    • Why do this? Building a prototype in 1 day (day-4) will be a challenge. It will be difficult to coordinate the team in doing this. The storyboard helps the team collectively build out the entire test experience. It also serves as the “playbook” for prototype content creation.
    • Advance Concepts® - Key tips/learnings:
      • It helps to convey to the team that each panel represents just a couple mins in the actual experience of the test
      • It also helps to let the team know about Day 4 and prototyping. Because, you don’t need to work out the details. Those decision-rights will be owned be certain individuals when prototyping.
      • Have an experienced person sketching or filling in the storyboard initially
      • Play it out! Sometimes acting it out is the most helpful way to make decisions.
    • Sprint Book – pages 148-158
      • Key tips: Draw a grid and choose an opening scene. Utilize the winning sketch (and other materials from your solution sketches). Don’t invent new ideas. Be ambitious. Keep it high-level for now.
    • Storyboard (9:50) AJ&Smart