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Sprint Notes

Sprint Notes

Overview 

Challenge: Solve the surface first. It’s where your product or service meets customers. 




Get a Decider (or two) 

  • To build a team with diverse specialities, you need someone with authority to make decisions. They understand the problem in depth, often have strong opinions, and criteria to help find the right solution

  • Other traits involve understanding core values and vision, for instance, the chief product officer. Also must have a clear schedule. 

  • If a decider is reluctant, try one or more of these arguments: 

  1. Rapid Progress

  • Emphasize the amount of progress you’ll make in your sprint: In just one week, you’ll have a realistic prototype. Some Deciders are not excited about customer tests (at least, until they see one firsthand), but almost everyone loves fast results.

  1. It’s an Experiment

  • Consider your first sprint an experiment. When it’s over, the Decider can help evaluate how effective it was. We’ve found that many people who are hesitant to change the way they work are open to a onetime experiment.

  1. Explain the Tradeoffs

  • Show the Decider a list of big meetings and work items you and your team will miss during the sprint week. Tell her which items you will skip and which you will postpone, and why.

  1. It’s About Focus

  • Be honest about your motivations. If the quality of your work is suffering because your team’s regular work schedule is too scattered, say so. Tell the Decider that instead of “doing an okay job on everything, you’ll do an excellent job on one thing.

  • If a decider can’t spare a full week, invite them to join at a few key points:

    • On Monday, they can share their perspective on the problem

    • On Wednesday, they can help choose the right idea to test

    • On Friday, they can stop by to see how customers react to the prototype

    • Needs to decide a delegate in the room CLARIFY


Building the ideal Sprint team

  • The ideal size would be seven or fewer people that have a deep expertise in their perspective fields and are excited about the project. Be sure to include engineers, designers, product managers, business development (who understand the field and customers), and so on. 

  • Mix it up from the people that usually work together: the core people who work on execution along with a few extra experts with specialized knowledge. 

  • If you happen to have more than seven people, schedule the extras to come in as “experts” for a short visit Monday afternoon. During their visit, they can tell the rest of the team what they know and share their opinions (30min for each expert). It’s an efficient way to boost diversity of perspectives while keeping your team small and nimble. 




Tasks

Facilitator


Responsible for managing time, conversations, and the overall process. Needs to be confident in leading a meeting, including summarizing discussions and telling people it’s time to stop talking and moving on. They need to remain unbiased about decisions.

Should not be the Decider. It often works well to bring in an outsider who doesn’t normally work with your team to be the Facilitator. 


Decider


Who makes the decisions for the team (or delegates who) that can be in the room at all times.

Examples: CEO, founder, product manager, head of design


Finance Expert


Who can explain where the money comes from and where it goes

Examples: CEO, CFO, business development manager


Marketing Expert


Who crafts your company’s messages?

Examples: CMO, marketer, PR, community manager


Customer Expert


Who regularly talks to customers one-on-one?

Examples: Researcher, sales, customer support


Tech & logistics expert


Who best understands what your company can build and deliver?

Examples: CTO, engineer


Design Expert


Who designs the products your company makes?

Examples: Designer, Product Manager



Check the whiteboards before the Sprint

  • Use BIG whiteboards to solve problems. As humans, our short-term memory isn’t all that good, but our spatial memory is awesome.

  • Tim Brown, CEO of the design firm IDEO, writes in his book Change by Design “The simultaneous visibility of these project materials help us identify patterns and encourages creative synthesis to occur much more readily than when these resources are hidden away in file folders, notebooks, or Powerpoint decks.”

  • At minimum, you need two whiteboards for space. You can use rolling whiteboards, IdeaPaint, or poster-size Post-it notes. 


List of supplies

  • Sticky notes, markers, pens, Time Timers, and paper. Get some snacks (see at the end of the book)  


Time and Space


Scheduling

Convert schedules by starting at 10am and ending at 5pm, with an hour lunch in between. 






Block five full days on the calendar

The print team must be in the same room Monday through Thursday from 10am to 5pm. Friday’s tests start at 9am.


Your team will take a short morning break (11:30am), an hour long lunch (1pm), and a short afternoon break (3:30pm). Inside the Sprint room, everyone must shut off their laptops and put away their phones.



The no-device rule

Let people know ahead of time that the sprint will be device-free and that they can step out of the room at any time. It’s also okay to check your device during a break. 


Use devices for specific reasons such as needing to show something to the whole team, and on Thursday for prototyping. 



Time Turner

“I’m going to use this timer to keep things moving. When it goes off, it’s a reminder to use to see if we can move on to the next topic. If you’re talking when the timer beeps, just keep talking, and I’ll add a little more time. It’s a guideline, not a fire alarm.”





Monday

Structured discussions create a path for the sprint week. In the morning, you’ll start at the end and agree to the long-term goal. Next, you’ll make a map of the challenge. In the afternoon, you’ll ask the experts at your company to share what they know. Finally, you’ll pick a target: an ambitious but manageable piece of the problem that you can solve in one week. Ask the group for permission up front to facilitate and keep track of time and process so that they don’t have to. Be sure to record key ideas on the whiteboard. Also reassure clarity from obvious observations. Take frequent breaks (10 min every 60-90min), provide some snacks and no heavy foods. Eat lunch at 1pm, work from 10am-1pm & 2pm-5pm. Call on the Decider whenever a decision is slow or not obvious. 



1 Start at the End: A look ahead

Get organized and sort out your priorities first. Devot the entire first day of the sprint to planning. You and your team need to lay out the basics: the long-term goal and the difficult questions that must be answered. Ask yourself, “If you could jump ahead to the end of your sprint, what questions would be answered?” 



2 Set a long-term goal


“Why are we doing this project? Where do we want to be six months, a year, or even five years from now?”

  • Start the conversation by asking these questions. The goal should reflect your team’s principles and aspirations.

  • It’s okay to overreach because the sprint process will help find a good place to start and make real progress toward bigger goals. 

  • Write it down on the whiteboard



3 List sprint questions

Get organized and create assumptions where your project was a disaster. Lurking beneath every goal are dangerous assumptions. Rephrase these assumptions and obstacles into questions. Essentially, convert the problem into a question.


What questions do we want to answer in this sprint?

To meet our long-term goal, what has to be true?

Imagine we travel into the future and our project fails. What might have caused that?


Q: To reach new customers, what has to be true?

A: They have to trust our expertise.

 

Q: How can we phrase that as a question? 

A: Will customers trust our expertise? 




4 Map

Create a simple diagram representing complex functions that show customers moving through your service or product. At the end of the day on Monday, use the map to narrow your broad challenge into a specific target for the sprint. Later in the week, the map will provide structure for solution sketches and prototype. As you draw, you should keep asking the team if the map looks right.


  1. List the actors (on the left); different types of customers

  2. Write the ending (on the right)

  3. Words and arrows in between 

  4. Keep it simple 

Each map is customer-centric, with a list of key actors on the left. Each map is a story, with a beginning, a middle, and an end. 



5 Interview the Experts

Monday afternoon, you’ll assemble one cohesive picture from everyone’s pooled knowledge and expertise. It will be a series of interviews with people from your sprint team, from around your company, and possibly outsiders. 

  1. Introduce the sprint. If the expert isn’t part of the sprint team, tell them what the sprint is about

  2. Review the whiteboards. Give the expert a 2min tour of the long-term goal, sprint questions, and map.

  3. Open the door. Ask the expert to tell you everything they know about the challenge at hand.

  4. Ask questions. Ask the expert to fill in areas where they have extra expertise. Ask them to retell you what they think you already know, and most importantly, ask them to tell you where you’ve got it wrong. “Can you find anything in the map that’s incomplete? Would you add any sprint questions to the list? Follow up with “Why?” and “Tell me more about that”

  5. Fix the whiteboards. Make revisions ot the whiteboard with updated information you’ve attained from the interviews. 



6 How Might We Notes

Create a simple diagram representing complex functions that show customers moving through your service or product. Everyone needs their own pad of sticky notes and a thick back dry-erase marker. 



Getting Started: 

  1. Put “HMW” notes on the top left corner of the sticky note

  2. When you hear something interesting, convert it into a question quietly

  3. Write the questions on the sticky note

  4. Peel off the note and set it aside



Organizing & Voting: 

  1. Place all the notes onto the wall

  2. Organize them as a team into similar themes and label them

  3. To prioritize votes, use dot voting:

    1. Give 2 large dot stickers to each person

    2. Give 4 large dot stickers to the Decider because their opinion counts a little more

    3. Ask everyone to review the goal and sprint questions

    4. Ask everyone to vote in silence for the most useful How Might We questions

    5. It’s okay to vote for your own note, or to vote twice for the same note 

  4. When the voting is over, take the HMW notes with multiple votes, remove them from the wall, and find a place to stick them on the map.  




7 Target

After interviewing the experts and organizing your notes, the final task would be to choose a target for your sprint. The Decider needs to choose one target customer and one target event on the map. Use a straw poll if they need help. 



Tuesday

1 Customer surveys

Start the process of finding customers for Friday’s test, for 1-2 hours per day, to screen and select. Use craigslist, UserTesting, etc, and offer a small stiped or token of appreciation. Write down characteristics of the target customers you want to test and translate them into something you can discover with your survey (use measurable criteria). Ensure potential interview candidates match your screening criteria.

Script Example


2 Remix and Improve

The day to come up with solutions. It starts with inspiration: a review of existing ideas to remix and improve. In the afternoon, each person will sketch, following a four-step process that emphasizes critical thinking over artistry. Later in the week, the best of these sketches will form the plan for your prototype and test. 


To allocate a composition of existing ideas and synthesize them to create unique solutions, exercise lightning demos. Your team will take turns giving 3min tours of their favorite solutions from other products, different domains, and from within your own company. It’s about finding raw materials, NOT copying your competitors. 

  1. Make a list 

    1. Ask your team to come up with a list of products or services to review for inspiring solutions. Assign it Monday night or the day of. Remind them to also consider solutions from within the company. 

  2. 3min demos

    1. They can use their tech to show how cool their list of inspo is

    2. Remember to always capture notes by asking: “What’s the big idea here that might be useful?” Then make a quick drawing of that inspiring component, write a simple headline above it, and note the source underneath. 



3 Sketch & work alone together

It’s the fastest and easiest way to transform abstract ideas into concrete solutions. In David Allen’s Getting Things Done, tell us not to think about the task as one monolithic effort (like, “pay taxes”, but instead to make progress (like “Collect tax paperwork”) and go from there.  





Start with 20 min to take notes


Have the team walk around and take notes on the goals, opportunities, and inspiration Copy down the long term goal. Next, look at the map, the HMW questions, and notes from your Lightning Demos. Feel free to use tech.  


Spend 20 min to write down rough ideas


Each person will jot down rough ideas, filling a sheet of paper with doodles, sample headlines, diagrams, stick figures, etc. When you’re finished, spend an extra 3min to review and circle your favorite ideas. 


Crazy 8s in 8 min


Spend 8min to limber up and explore alternative ideas with rapid sketching. Each person begins with a single letter-size sheet of paper. Fold the paper in half 3 times, so you end up with 8 panels. In 8 minutes, create 8 miniature sketches of variations of the same idea. If it’s headlines or words, it’s great to improve phrasing. 



Solution Sketch in 30+ min


Create a solution sketch-- a well-formed concept with all the details worked out. It’s each person’s best idea, put down on paper in detail. Each one is a hypothesis for how to solve the challenge at hand. They need to be detailed, thorough, and easy to understand. Keep it anonymous, have strong writing, and a catchy title. Ensure that there’s no more than 10 variations otherwise you’ll see diminishing returns. 



Wednesday

In the morning, you’ll critique each solution and decide which ones have the best chance of achieving your long-term goal. In the afternoon, you’ll take the winning scenes from your sketches and weave them into a storyboard: a step-by-step plan for your prototype. 




1 Art Museum


Put the solution sketches on the wall with masking tape. Space them out in one long row, just like the paintings in a museum. This spacing allows the team to spread out and take their time explaining each sketch without crowding. It’s also a good idea to place the sketches in roughly chronological order, following the storyboard. 



2 Heat Map


Look at all the solutions in silence, and use dot stickers to mark interesting parts. This exercise ensures you make the most of your first, uninformed look at the sketches. Before the team begins looking, hand everyone a bunch of small dot sticks (20-30 each). 


Together, these dots create a “head map”, showing which ideas the group finds intriguing. 

Steps:

  1. Don’t talk

  2. Look at a solution sketch

  3. Put dot stickers beside the parts you like (if any). They could be yours. Give more if they ran out.

  4. Put 2 or 3 dots on the most exciting ideas

  5. If you a question, write it on a sticky note and place it below the sketch

  6. Move on to the next sketch, and repeat

3 Speed Critique


Quickly discuss the highlights of each solution, and use sticky notes to capture big ideas. You and your team will discuss each solution and make note of standout ideas. The Facilitator is going to be very busy, so someone needs to volunteer to help by being the Scribe. 


As you review the sketches on the wall, the Scribe will write down standout ideas on sticky notes. The Scribe’s notes serve several purposes. The notes give everyone a common vocabulary to describe solutions. They help everyone on the team to feel heard, which speeds up the discussion. And they organize the team’s observations, making it easier to place your votes in the next step.

Try to keep each review to three minutes, but be a bit flexible. If a sketch has a lot of good ideas, take a couple of extra minutes to capture them all. If a sketch has very few dots, and the creator doesn’t have a compelling explanation, move on quickly. 


Remember that all you’re trying to accomplish in the speed critique is to create a record of promising ideas. Just write down what stands out about each solution. 





Steps:

  1. Gather around a solution sketch

  2. Set a timer for 3min

  3. The Facilitator narrates the sketch (“Here it looks like a customer is clicking to play a video, and then clicking over to the details page…”)

  4. The Facilitator calls out the standout ideas that have clusters of stickers by them (“Lots of dots by the animated video…”

  5. The team calls out standout ideas that the Facilitator missed

  6. The Scribe writes standout ideas on sticky notes and sticks them above the sketch. Give each idea a simple name like “Animated video” or “One-step signup”

  7. Review concerns and questions

  8. The creator explains any missed ideas that the team failed to spot, and answers any questions

  9. Move to the next sketch and repeat


4 Straw Poll


Each person chooses one solution, and votes for it with a dot sticker. It’s a quick way for the whole team to express their opinions. 


Steps:

  1. Give everyone one vote (represented by a big dot sticker-- pink is cool)

  2. Remind everyone of the long-term goal and sprint questions

  3. Remind everyone to err on the side of the risky ideas with big potential

  4. Set a timer for 10min 

  5. Each person privately writes down their choice. It could be a whole sketch, or just one idea in a sketch. 

  6. When time is up, or when everyone is finished, placed the votes on the sketches.

  7. Each person briefly explains their vote (spend about 1 min per person). The Decider should listen to these explanations and make honest decisions. Ultimately, the Decider has the authority.



5 Supervote


The Decider makes the final decision, with more stickers. The supervote is the ultimate decision. Each Decider will get three special votes (with the Decider’s initials on them) and whatever they vote for will be the prototype to create and test. Remind the Decider of the long-term goal and sprint questions. The sketches with supervotes (even just one) on them are the winners. You’ll plan your prototype around those ideas and put them to test on Friday. Rearrange the sketches on the wall by grouping the supervotes together like this:






Maybe Laters


The ones that didn’t get chosen are the Maybe-Laters. Sometimes, Deciders screw up, and good ideas don’t get selected (at least, not in the first sprint). The testing and data from Friday’s test will be the data that leads to the best decisions of all. 





Rumble or all-in-one


Since the Decider gets three votes, and there are sometimes two Deciders, there is bound to be more than one winning sketch. Involve the whole team in a short discussion about whether to do a Rumble or combine them to create a single prototype. If you end up with two (or even three) winning sketches that can’t coexist, then create them as separate prototypes to compete against each other in a Rumble. If you can somehow combine the winning sketches, then you don’t need to do a Rumble at all. A combination of these ideas has the advantage to be longer and more detailed.


Note and Vote


When creating a competing prototype, try to come up with a realistic name or a fake brand. Throughout the sprint, you’ll have times when you need to gather information or ideas from the group and then make a decision. In this 10min shortcut to decision making, here are the steps for creating fake brand names to deciding where to get lunch:

  1. Give each team member a piece of paper and a pen

  2. Everyone takes 3min and quietly writes down ideas 

  3. Everyone takes 2min to self-edit their list down to the best two or three ideas

  4. Write each person’s top ideas on the whiteboard. In a sprint with seven people, you’ll roughly have fifteen-twenty ideas

  5. Everyone takes 2min and quietly chooses their favorite idea from the whiteboard

  6. Going around the room, each person calls out their favorite. For each “vote”, draw a dot next to the chosen idea on the whiteboard. 

  7. The Decider makes the final decision. As always, they can choose to follow the votes or not.


6 Storyboard


You’ll take the winning sketches and string them together into a storyboard. It’ll be used to imagine your finished prototype, so you can spot problems and points of confusion. Somebody needs to be appointed as the Storyboard Artist. It doesn’t require artistic talent, rather it’s just someone willing to write on the whiteboard a lot. 


Draw a grid


You need a big grid with around 15 frames. Draw a bunch of boxes on an empty whiteboard, each about the size of two sheets of paper. The top left is the starting point. The right context can help customers forget they’re trying a prototype and react to your product in a natural way. If you’re prototyping an app, start with the app store.



Opening Scene


Ask yourselves: How do customers find out your company exists? Where are they and what are they doing just before they use your product? Present your solution alongside the competition. On Friday’s tests, you can ask your customers to test out your competitor’s products alongside your prototype. Some examples of opening scenes are:


  1. Web search with your website nestled among the results

  2. Magazine with an ad for your service

  3. Store self with your product sitting beside its competitors 

  4. App Store with your app in it

  5. New articles that mentions your service, possible some competitors

  6. Social Media feed with your product shared among the other posts


Filling out the Storyboard


The storyboard artist should fill out the first frame. From there, you’ll build your story, one frame at a time, just like a comic book. As you go, you’ll discuss each step as a team. Whenever possible, use the sticky notes from your winning sketches and stick them onto the whiteboard. When you come to a gap—a step in the story not already illustrated by one of the solution sketches—don’t fill it in unless it’s critical to testing your idea. It’s okay if some parts of your prototype don’t work. You can have buttons that don’t function and menu items that are unavailable. Surprisingly, these “dead ends” are generally easy for customers to ignore in Friday’s test.


If you decide the gap does need to be filled, try to use something from your “maybe-later” sketches, or from your existing product. Avoid inventing a new solution on the spot. Coming up with ideas on Wednesday afternoon isn’t a good use of time or effort. You will have to do some drawing, of course: filling in gaps when necessary and expanding on the winning sketches so that your prototype will be a believable story. Remember that the drawing doesn’t have to be fancy. If the scene happens on screen, draw buttons and words and a little arrow clicking. If the scene happens in real life, draw stick figures and speech bubbles.



Guidelines:


  1. Work with what you have

  2. Don’t write together

  3. Include just enough detail

  4. The Decider decides

  5. When in doubt, take risks

  6. Keep the story 15 min or less




Facilitator Notes


Decisions take willpower, and you only have so much to spend each day. You can think of willpower like a battery that starts the morning charged but loses a sip with every decision (a phenomenon called “decision fatigue”). As Facilitator, you’ve got to make sure that charge lasts till 5 p.m. 





Wednesday is one decision after another, and it’s all too easy to drain the battery. By following the Sticky Decision process and steering the team from inventing new ideas, you should be able to make it to 5 p.m. without running out of juice. But you’ll have to be mindful. 





Watch out for discussions that aren’t destined for a quick resolution. When you spot one, push it onto the Decider: 

“This is a good discussion, but there’s still a lot to cover today. Let’s have the Decider make the call so we can move on.” 


And: 


“Let’s just trust the Decider on this one.” Smaller details—such as design or wording—can be pushed off until Thursday:  


“Let’s leave it up to whoever makes this part of the prototype tomorrow.” If anyone, even the Decider him- or herself, starts to invent solutions on the spot, ask that person to wait until after the sprint to explore new ideas:


“It seems like we’re coming up with new ideas right now. These ideas are really interesting, and I think you should make note of them so they don’t get lost—but to get the sprint finished, we have to focus on the good ideas we already have.”



That last one is especially tough. Nobody loves stamping on inspiration, and those new ideas might appear stronger than the ones in your sketches. Remember that most ideas sound better in the abstract, so they may not be that good. But even if one of those new ideas is the best idea ever, you don’t have time to back up in the process.


Your winning sketches deserve a chance to be tested. If those new ideas and improvements are truly worthwhile, they’ll be there next week.




Thursday

You’ll adopt a “fake it” philosophy to turn that storyboard into a realistic prototype. You can use Keynote 90% of the time instead of Photoshop, Adobe XD, InVision, etc. Plus, for many physical-product sprints, you may not need to prototype the product at all. One of our favorite shortcuts is the Brochure Façade: Instead of prototyping the device, prototype the website, video, brochure, or slide deck that will be used to sell the device. After all, many purchase decisions are made (or at least heavily informed) online or in a sales call. 


This marketing material will give you a great start on understanding how customers will react to the promise of your product—which features are important, whether the price is right, and so on. And guess what: Keynote is the perfect tool for prototyping that kind of marketing.




Create something that is just good enough


Avoid using paper prototypes or a simplified wireframe. Also avoid using an advanced prototype that will take months to create. Prototypes are ultimately disposable.


Your prototype should focus on learning. It needs to appear real to the user. Refer to reactions rather than feedback. Utilize your resources to simulate an illusion. You don’t need to spend hours writing code… just finesse.


Picking the right tools


• If it’s on a screen (website, app, software, etc.)—use Keynote, PowerPoint, or a website-building tool like Squarespace.

• If it’s on paper (report, brochure, flyer, etc.)—use Keynote, PowerPoint, or word processing software like Microsoft Word.

• If it’s a service (customer support, client service, medical care, etc.)—write a script and use your sprint team as actors.

• If it’s a physical space (store, office lobby, etc.)—modify an existing space.

• If it’s an object (physical product, machinery, etc.)—modify an existing object, 3D print a prototype, or prototype the marketing using Keynote or PowerPoint and photos or renderings of the object.




Divide and conquer


The Facilitator should help the sprint team divvy up these jobs:


• Makers (2 or more)

• Stitcher (1)

• Writer (1)

• Asset Collector (1 or more)

• Interviewer (1)



After assigning roles, you should also divide up the storyboard. Let’s say your storyboard calls for a customer to see an ad, visit your website, and download your app. You can assign one Maker to create the ad, one to mock up the fake website, and a third to handle the app download screens.

Don’t forget the opening scene—the realistic moment that happens before the central experience begins. Be sure to assign a Maker and a Writer to your opening scene, just as with every other part of the prototype.



Makers create the individual components (screens, pages, pieces, and so on) of your prototype. These are typically designers or engineers, but they could include anyone on your sprint team who likes to feel the force of creation flow through his or her fingers.

You’ll want at least two Makers on Thursday. We’ve told you some wild stories about robots and medical reports and videos, but just remember—the people on your team probably already have the skills to make prototypes for your business.


The Stitcher is responsible for collecting components from the Makers and combining them in a seamless fashion. This person is usually a designer or engineer, but can be almost anyone, depending on the format of your prototype. The best Stitcher is detail-oriented. He or she will probably give everyone some style guides to follow in the morning, then start stitching after lunch as the Makers complete their components. It’s the Stitcher’s job to make the prototype consistent from beginning to end—and ensure that every step is as realistic as possible.


Your Stitcher will make sure dates, times, names, and other fake content are consistent throughout the prototype. Don’t mention Jane Smith in one place and Jane Smoot in the other. Look for typos and fix any obvious errors. Small mistakes can remind customers that they are looking at a fake product.

The Stitcher’s job can take many forms, but no matter what you’re prototyping, it’s a critical role. When you divide work, it’s easy to lose track of the whole. The Stitcher will be on the hook to keep everything tight. He may want to check on progress throughout the day, to see if the various parts of the prototype look coherent. And at the end, the Stitcher shouldn’t hesitate to ask the rest of the team to help out if more work is needed.


Every sprint team needs a Writer, and it’s one of the most important roles. “In Chapter 9 on page 103, we talked about the importance of words in your sketches. And earlier in this chapter we told you that your prototype must appear real. It’s impossible to make a realistic prototype with unrealistic text. A dedicated Writer becomes extra important if you work in a scientific, technical, or other specialized industry. Think back to Foundation Medicine’s prototype of a cancer genomics report: It would have been tough for just anyone to write medically realistic text, so we relied on a product manager with domain expertise to act as Writer during the sprint.


You’ll want at least one Asset Collector on Thursday. It’s not a glamorous role (although “asset collector” does sound glamorous), but it’s one of the keys to rapid prototyping. Your prototype will likely include photos, icons, or sample content that you don’t need to make from scratch. Your Asset Collectors will scour the web, image libraries, your own products, and any other conceivable place to find these elements. This speeds up the work of your Makers, who don’t have to pause and go collect every bit and piece they need for the prototype.


Finally, there’s the Interviewer, who will use the finished prototype to conduct Friday’s customer interviews. On Thursday, he should write an interview script. (We’ll go into detail about the structure of this script in Chapter 16 on page 201.) It’s best if the Interviewer doesn’t work on the prototype. This way, he won’t be emotionally invested in Friday’s test, and won’t betray any hurt feelings or glee to the customer.




Sprint Notes

Overview 

Challenge: Solve the surface first. It’s where your product or service meets customers. 




Get a Decider (or two) 

  • To build a team with diverse specialities, you need someone with authority to make decisions. They understand the problem in depth, often have strong opinions, and criteria to help find the right solution

  • Other traits involve understanding core values and vision, for instance, the chief product officer. Also must have a clear schedule. 

  • If a decider is reluctant, try one or more of these arguments: 

  1. Rapid Progress

  • Emphasize the amount of progress you’ll make in your sprint: In just one week, you’ll have a realistic prototype. Some Deciders are not excited about customer tests (at least, until they see one firsthand), but almost everyone loves fast results.

  1. It’s an Experiment

  • Consider your first sprint an experiment. When it’s over, the Decider can help evaluate how effective it was. We’ve found that many people who are hesitant to change the way they work are open to a onetime experiment.

  1. Explain the Tradeoffs

  • Show the Decider a list of big meetings and work items you and your team will miss during the sprint week. Tell her which items you will skip and which you will postpone, and why.

  1. It’s About Focus

  • Be honest about your motivations. If the quality of your work is suffering because your team’s regular work schedule is too scattered, say so. Tell the Decider that instead of “doing an okay job on everything, you’ll do an excellent job on one thing.

  • If a decider can’t spare a full week, invite them to join at a few key points:

    • On Monday, they can share their perspective on the problem

    • On Wednesday, they can help choose the right idea to test

    • On Friday, they can stop by to see how customers react to the prototype

    • Needs to decide a delegate in the room CLARIFY


Building the ideal Sprint team

  • The ideal size would be seven or fewer people that have a deep expertise in their perspective fields and are excited about the project. Be sure to include engineers, designers, product managers, business development (who understand the field and customers), and so on. 

  • Mix it up from the people that usually work together: the core people who work on execution along with a few extra experts with specialized knowledge. 

  • If you happen to have more than seven people, schedule the extras to come in as “experts” for a short visit Monday afternoon. During their visit, they can tell the rest of the team what they know and share their opinions (30min for each expert). It’s an efficient way to boost diversity of perspectives while keeping your team small and nimble. 




Tasks

Facilitator


Responsible for managing time, conversations, and the overall process. Needs to be confident in leading a meeting, including summarizing discussions and telling people it’s time to stop talking and moving on. They need to remain unbiased about decisions.

Should not be the Decider. It often works well to bring in an outsider who doesn’t normally work with your team to be the Facilitator. 


Decider


Who makes the decisions for the team (or delegates who) that can be in the room at all times.

Examples: CEO, founder, product manager, head of design


Finance Expert


Who can explain where the money comes from and where it goes

Examples: CEO, CFO, business development manager


Marketing Expert


Who crafts your company’s messages?

Examples: CMO, marketer, PR, community manager


Customer Expert


Who regularly talks to customers one-on-one?

Examples: Researcher, sales, customer support


Tech & logistics expert


Who best understands what your company can build and deliver?

Examples: CTO, engineer


Design Expert


Who designs the products your company makes?

Examples: Designer, Product Manager



Check the whiteboards before the Sprint

  • Use BIG whiteboards to solve problems. As humans, our short-term memory isn’t all that good, but our spatial memory is awesome.

  • Tim Brown, CEO of the design firm IDEO, writes in his book Change by Design “The simultaneous visibility of these project materials help us identify patterns and encourages creative synthesis to occur much more readily than when these resources are hidden away in file folders, notebooks, or Powerpoint decks.”

  • At minimum, you need two whiteboards for space. You can use rolling whiteboards, IdeaPaint, or poster-size Post-it notes. 


List of supplies

  • Sticky notes, markers, pens, Time Timers, and paper. Get some snacks (see at the end of the book)  


Time and Space


Scheduling

Convert schedules by starting at 10am and ending at 5pm, with an hour lunch in between. 






Block five full days on the calendar

The print team must be in the same room Monday through Thursday from 10am to 5pm. Friday’s tests start at 9am.


Your team will take a short morning break (11:30am), an hour long lunch (1pm), and a short afternoon break (3:30pm). Inside the Sprint room, everyone must shut off their laptops and put away their phones.



The no-device rule

Let people know ahead of time that the sprint will be device-free and that they can step out of the room at any time. It’s also okay to check your device during a break. 


Use devices for specific reasons such as needing to show something to the whole team, and on Thursday for prototyping. 



Time Turner

“I’m going to use this timer to keep things moving. When it goes off, it’s a reminder to use to see if we can move on to the next topic. If you’re talking when the timer beeps, just keep talking, and I’ll add a little more time. It’s a guideline, not a fire alarm.”





Monday

Structured discussions create a path for the sprint week. In the morning, you’ll start at the end and agree to the long-term goal. Next, you’ll make a map of the challenge. In the afternoon, you’ll ask the experts at your company to share what they know. Finally, you’ll pick a target: an ambitious but manageable piece of the problem that you can solve in one week. Ask the group for permission up front to facilitate and keep track of time and process so that they don’t have to. Be sure to record key ideas on the whiteboard. Also reassure clarity from obvious observations. Take frequent breaks (10 min every 60-90min), provide some snacks and no heavy foods. Eat lunch at 1pm, work from 10am-1pm & 2pm-5pm. Call on the Decider whenever a decision is slow or not obvious. 



1 Start at the End: A look ahead

Get organized and sort out your priorities first. Devot the entire first day of the sprint to planning. You and your team need to lay out the basics: the long-term goal and the difficult questions that must be answered. Ask yourself, “If you could jump ahead to the end of your sprint, what questions would be answered?” 



2 Set a long-term goal


“Why are we doing this project? Where do we want to be six months, a year, or even five years from now?”

  • Start the conversation by asking these questions. The goal should reflect your team’s principles and aspirations.

  • It’s okay to overreach because the sprint process will help find a good place to start and make real progress toward bigger goals. 

  • Write it down on the whiteboard



3 List sprint questions

Get organized and create assumptions where your project was a disaster. Lurking beneath every goal are dangerous assumptions. Rephrase these assumptions and obstacles into questions. Essentially, convert the problem into a question.


What questions do we want to answer in this sprint?

To meet our long-term goal, what has to be true?

Imagine we travel into the future and our project fails. What might have caused that?


Q: To reach new customers, what has to be true?

A: They have to trust our expertise.

 

Q: How can we phrase that as a question? 

A: Will customers trust our expertise? 




4 Map

Create a simple diagram representing complex functions that show customers moving through your service or product. At the end of the day on Monday, use the map to narrow your broad challenge into a specific target for the sprint. Later in the week, the map will provide structure for solution sketches and prototype. As you draw, you should keep asking the team if the map looks right.


  1. List the actors (on the left); different types of customers

  2. Write the ending (on the right)

  3. Words and arrows in between 

  4. Keep it simple 

Each map is customer-centric, with a list of key actors on the left. Each map is a story, with a beginning, a middle, and an end. 



5 Interview the Experts

Monday afternoon, you’ll assemble one cohesive picture from everyone’s pooled knowledge and expertise. It will be a series of interviews with people from your sprint team, from around your company, and possibly outsiders. 

  1. Introduce the sprint. If the expert isn’t part of the sprint team, tell them what the sprint is about

  2. Review the whiteboards. Give the expert a 2min tour of the long-term goal, sprint questions, and map.

  3. Open the door. Ask the expert to tell you everything they know about the challenge at hand.

  4. Ask questions. Ask the expert to fill in areas where they have extra expertise. Ask them to retell you what they think you already know, and most importantly, ask them to tell you where you’ve got it wrong. “Can you find anything in the map that’s incomplete? Would you add any sprint questions to the list? Follow up with “Why?” and “Tell me more about that”

  5. Fix the whiteboards. Make revisions ot the whiteboard with updated information you’ve attained from the interviews. 



6 How Might We Notes

Create a simple diagram representing complex functions that show customers moving through your service or product. Everyone needs their own pad of sticky notes and a thick back dry-erase marker. 



Getting Started: 

  1. Put “HMW” notes on the top left corner of the sticky note

  2. When you hear something interesting, convert it into a question quietly

  3. Write the questions on the sticky note

  4. Peel off the note and set it aside



Organizing & Voting: 

  1. Place all the notes onto the wall

  2. Organize them as a team into similar themes and label them

  3. To prioritize votes, use dot voting:

    1. Give 2 large dot stickers to each person

    2. Give 4 large dot stickers to the Decider because their opinion counts a little more

    3. Ask everyone to review the goal and sprint questions

    4. Ask everyone to vote in silence for the most useful How Might We questions

    5. It’s okay to vote for your own note, or to vote twice for the same note 

  4. When the voting is over, take the HMW notes with multiple votes, remove them from the wall, and find a place to stick them on the map.  




7 Target

After interviewing the experts and organizing your notes, the final task would be to choose a target for your sprint. The Decider needs to choose one target customer and one target event on the map. Use a straw poll if they need help. 



Tuesday

1 Customer surveys

Start the process of finding customers for Friday’s test, for 1-2 hours per day, to screen and select. Use craigslist, UserTesting, etc, and offer a small stiped or token of appreciation. Write down characteristics of the target customers you want to test and translate them into something you can discover with your survey (use measurable criteria). Ensure potential interview candidates match your screening criteria.

Script Example


2 Remix and Improve

The day to come up with solutions. It starts with inspiration: a review of existing ideas to remix and improve. In the afternoon, each person will sketch, following a four-step process that emphasizes critical thinking over artistry. Later in the week, the best of these sketches will form the plan for your prototype and test. 


To allocate a composition of existing ideas and synthesize them to create unique solutions, exercise lightning demos. Your team will take turns giving 3min tours of their favorite solutions from other products, different domains, and from within your own company. It’s about finding raw materials, NOT copying your competitors. 

  1. Make a list 

    1. Ask your team to come up with a list of products or services to review for inspiring solutions. Assign it Monday night or the day of. Remind them to also consider solutions from within the company. 

  2. 3min demos

    1. They can use their tech to show how cool their list of inspo is

    2. Remember to always capture notes by asking: “What’s the big idea here that might be useful?” Then make a quick drawing of that inspiring component, write a simple headline above it, and note the source underneath. 



3 Sketch & work alone together

It’s the fastest and easiest way to transform abstract ideas into concrete solutions. In David Allen’s Getting Things Done, tell us not to think about the task as one monolithic effort (like, “pay taxes”, but instead to make progress (like “Collect tax paperwork”) and go from there.  





Start with 20 min to take notes


Have the team walk around and take notes on the goals, opportunities, and inspiration Copy down the long term goal. Next, look at the map, the HMW questions, and notes from your Lightning Demos. Feel free to use tech.  


Spend 20 min to write down rough ideas


Each person will jot down rough ideas, filling a sheet of paper with doodles, sample headlines, diagrams, stick figures, etc. When you’re finished, spend an extra 3min to review and circle your favorite ideas. 


Crazy 8s in 8 min


Spend 8min to limber up and explore alternative ideas with rapid sketching. Each person begins with a single letter-size sheet of paper. Fold the paper in half 3 times, so you end up with 8 panels. In 8 minutes, create 8 miniature sketches of variations of the same idea. If it’s headlines or words, it’s great to improve phrasing. 



Solution Sketch in 30+ min


Create a solution sketch-- a well-formed concept with all the details worked out. It’s each person’s best idea, put down on paper in detail. Each one is a hypothesis for how to solve the challenge at hand. They need to be detailed, thorough, and easy to understand. Keep it anonymous, have strong writing, and a catchy title. Ensure that there’s no more than 10 variations otherwise you’ll see diminishing returns. 



Wednesday

In the morning, you’ll critique each solution and decide which ones have the best chance of achieving your long-term goal. In the afternoon, you’ll take the winning scenes from your sketches and weave them into a storyboard: a step-by-step plan for your prototype. 




1 Art Museum


Put the solution sketches on the wall with masking tape. Space them out in one long row, just like the paintings in a museum. This spacing allows the team to spread out and take their time explaining each sketch without crowding. It’s also a good idea to place the sketches in roughly chronological order, following the storyboard. 



2 Heat Map


Look at all the solutions in silence, and use dot stickers to mark interesting parts. This exercise ensures you make the most of your first, uninformed look at the sketches. Before the team begins looking, hand everyone a bunch of small dot sticks (20-30 each). 


Together, these dots create a “head map”, showing which ideas the group finds intriguing. 

Steps:

  1. Don’t talk

  2. Look at a solution sketch

  3. Put dot stickers beside the parts you like (if any). They could be yours. Give more if they ran out.

  4. Put 2 or 3 dots on the most exciting ideas

  5. If you a question, write it on a sticky note and place it below the sketch

  6. Move on to the next sketch, and repeat

3 Speed Critique


Quickly discuss the highlights of each solution, and use sticky notes to capture big ideas. You and your team will discuss each solution and make note of standout ideas. The Facilitator is going to be very busy, so someone needs to volunteer to help by being the Scribe. 


As you review the sketches on the wall, the Scribe will write down standout ideas on sticky notes. The Scribe’s notes serve several purposes. The notes give everyone a common vocabulary to describe solutions. They help everyone on the team to feel heard, which speeds up the discussion. And they organize the team’s observations, making it easier to place your votes in the next step.

Try to keep each review to three minutes, but be a bit flexible. If a sketch has a lot of good ideas, take a couple of extra minutes to capture them all. If a sketch has very few dots, and the creator doesn’t have a compelling explanation, move on quickly. 


Remember that all you’re trying to accomplish in the speed critique is to create a record of promising ideas. Just write down what stands out about each solution. 





Steps:

  1. Gather around a solution sketch

  2. Set a timer for 3min

  3. The Facilitator narrates the sketch (“Here it looks like a customer is clicking to play a video, and then clicking over to the details page…”)

  4. The Facilitator calls out the standout ideas that have clusters of stickers by them (“Lots of dots by the animated video…”

  5. The team calls out standout ideas that the Facilitator missed

  6. The Scribe writes standout ideas on sticky notes and sticks them above the sketch. Give each idea a simple name like “Animated video” or “One-step signup”

  7. Review concerns and questions

  8. The creator explains any missed ideas that the team failed to spot, and answers any questions

  9. Move to the next sketch and repeat


4 Straw Poll


Each person chooses one solution, and votes for it with a dot sticker. It’s a quick way for the whole team to express their opinions. 


Steps:

  1. Give everyone one vote (represented by a big dot sticker-- pink is cool)

  2. Remind everyone of the long-term goal and sprint questions

  3. Remind everyone to err on the side of the risky ideas with big potential

  4. Set a timer for 10min 

  5. Each person privately writes down their choice. It could be a whole sketch, or just one idea in a sketch. 

  6. When time is up, or when everyone is finished, placed the votes on the sketches.

  7. Each person briefly explains their vote (spend about 1 min per person). The Decider should listen to these explanations and make honest decisions. Ultimately, the Decider has the authority.



5 Supervote


The Decider makes the final decision, with more stickers. The supervote is the ultimate decision. Each Decider will get three special votes (with the Decider’s initials on them) and whatever they vote for will be the prototype to create and test. Remind the Decider of the long-term goal and sprint questions. The sketches with supervotes (even just one) on them are the winners. You’ll plan your prototype around those ideas and put them to test on Friday. Rearrange the sketches on the wall by grouping the supervotes together like this:






Maybe Laters


The ones that didn’t get chosen are the Maybe-Laters. Sometimes, Deciders screw up, and good ideas don’t get selected (at least, not in the first sprint). The testing and data from Friday’s test will be the data that leads to the best decisions of all. 





Rumble or all-in-one


Since the Decider gets three votes, and there are sometimes two Deciders, there is bound to be more than one winning sketch. Involve the whole team in a short discussion about whether to do a Rumble or combine them to create a single prototype. If you end up with two (or even three) winning sketches that can’t coexist, then create them as separate prototypes to compete against each other in a Rumble. If you can somehow combine the winning sketches, then you don’t need to do a Rumble at all. A combination of these ideas has the advantage to be longer and more detailed.


Note and Vote


When creating a competing prototype, try to come up with a realistic name or a fake brand. Throughout the sprint, you’ll have times when you need to gather information or ideas from the group and then make a decision. In this 10min shortcut to decision making, here are the steps for creating fake brand names to deciding where to get lunch:

  1. Give each team member a piece of paper and a pen

  2. Everyone takes 3min and quietly writes down ideas 

  3. Everyone takes 2min to self-edit their list down to the best two or three ideas

  4. Write each person’s top ideas on the whiteboard. In a sprint with seven people, you’ll roughly have fifteen-twenty ideas

  5. Everyone takes 2min and quietly chooses their favorite idea from the whiteboard

  6. Going around the room, each person calls out their favorite. For each “vote”, draw a dot next to the chosen idea on the whiteboard. 

  7. The Decider makes the final decision. As always, they can choose to follow the votes or not.


6 Storyboard


You’ll take the winning sketches and string them together into a storyboard. It’ll be used to imagine your finished prototype, so you can spot problems and points of confusion. Somebody needs to be appointed as the Storyboard Artist. It doesn’t require artistic talent, rather it’s just someone willing to write on the whiteboard a lot. 


Draw a grid


You need a big grid with around 15 frames. Draw a bunch of boxes on an empty whiteboard, each about the size of two sheets of paper. The top left is the starting point. The right context can help customers forget they’re trying a prototype and react to your product in a natural way. If you’re prototyping an app, start with the app store.



Opening Scene


Ask yourselves: How do customers find out your company exists? Where are they and what are they doing just before they use your product? Present your solution alongside the competition. On Friday’s tests, you can ask your customers to test out your competitor’s products alongside your prototype. Some examples of opening scenes are:


  1. Web search with your website nestled among the results

  2. Magazine with an ad for your service

  3. Store self with your product sitting beside its competitors 

  4. App Store with your app in it

  5. New articles that mentions your service, possible some competitors

  6. Social Media feed with your product shared among the other posts


Filling out the Storyboard


The storyboard artist should fill out the first frame. From there, you’ll build your story, one frame at a time, just like a comic book. As you go, you’ll discuss each step as a team. Whenever possible, use the sticky notes from your winning sketches and stick them onto the whiteboard. When you come to a gap—a step in the story not already illustrated by one of the solution sketches—don’t fill it in unless it’s critical to testing your idea. It’s okay if some parts of your prototype don’t work. You can have buttons that don’t function and menu items that are unavailable. Surprisingly, these “dead ends” are generally easy for customers to ignore in Friday’s test.


If you decide the gap does need to be filled, try to use something from your “maybe-later” sketches, or from your existing product. Avoid inventing a new solution on the spot. Coming up with ideas on Wednesday afternoon isn’t a good use of time or effort. You will have to do some drawing, of course: filling in gaps when necessary and expanding on the winning sketches so that your prototype will be a believable story. Remember that the drawing doesn’t have to be fancy. If the scene happens on screen, draw buttons and words and a little arrow clicking. If the scene happens in real life, draw stick figures and speech bubbles.



Guidelines:


  1. Work with what you have

  2. Don’t write together

  3. Include just enough detail

  4. The Decider decides

  5. When in doubt, take risks

  6. Keep the story 15 min or less




Facilitator Notes


Decisions take willpower, and you only have so much to spend each day. You can think of willpower like a battery that starts the morning charged but loses a sip with every decision (a phenomenon called “decision fatigue”). As Facilitator, you’ve got to make sure that charge lasts till 5 p.m. 





Wednesday is one decision after another, and it’s all too easy to drain the battery. By following the Sticky Decision process and steering the team from inventing new ideas, you should be able to make it to 5 p.m. without running out of juice. But you’ll have to be mindful. 





Watch out for discussions that aren’t destined for a quick resolution. When you spot one, push it onto the Decider: 

“This is a good discussion, but there’s still a lot to cover today. Let’s have the Decider make the call so we can move on.” 


And: 


“Let’s just trust the Decider on this one.” Smaller details—such as design or wording—can be pushed off until Thursday:  


“Let’s leave it up to whoever makes this part of the prototype tomorrow.” If anyone, even the Decider him- or herself, starts to invent solutions on the spot, ask that person to wait until after the sprint to explore new ideas:


“It seems like we’re coming up with new ideas right now. These ideas are really interesting, and I think you should make note of them so they don’t get lost—but to get the sprint finished, we have to focus on the good ideas we already have.”



That last one is especially tough. Nobody loves stamping on inspiration, and those new ideas might appear stronger than the ones in your sketches. Remember that most ideas sound better in the abstract, so they may not be that good. But even if one of those new ideas is the best idea ever, you don’t have time to back up in the process.


Your winning sketches deserve a chance to be tested. If those new ideas and improvements are truly worthwhile, they’ll be there next week.




Thursday

You’ll adopt a “fake it” philosophy to turn that storyboard into a realistic prototype. You can use Keynote 90% of the time instead of Photoshop, Adobe XD, InVision, etc. Plus, for many physical-product sprints, you may not need to prototype the product at all. One of our favorite shortcuts is the Brochure Façade: Instead of prototyping the device, prototype the website, video, brochure, or slide deck that will be used to sell the device. After all, many purchase decisions are made (or at least heavily informed) online or in a sales call. 


This marketing material will give you a great start on understanding how customers will react to the promise of your product—which features are important, whether the price is right, and so on. And guess what: Keynote is the perfect tool for prototyping that kind of marketing.




Create something that is just good enough


Avoid using paper prototypes or a simplified wireframe. Also avoid using an advanced prototype that will take months to create. Prototypes are ultimately disposable.


Your prototype should focus on learning. It needs to appear real to the user. Refer to reactions rather than feedback. Utilize your resources to simulate an illusion. You don’t need to spend hours writing code… just finesse.


Picking the right tools


• If it’s on a screen (website, app, software, etc.)—use Keynote, PowerPoint, or a website-building tool like Squarespace.

• If it’s on paper (report, brochure, flyer, etc.)—use Keynote, PowerPoint, or word processing software like Microsoft Word.

• If it’s a service (customer support, client service, medical care, etc.)—write a script and use your sprint team as actors.

• If it’s a physical space (store, office lobby, etc.)—modify an existing space.

• If it’s an object (physical product, machinery, etc.)—modify an existing object, 3D print a prototype, or prototype the marketing using Keynote or PowerPoint and photos or renderings of the object.




Divide and conquer


The Facilitator should help the sprint team divvy up these jobs:


• Makers (2 or more)

• Stitcher (1)

• Writer (1)

• Asset Collector (1 or more)

• Interviewer (1)



After assigning roles, you should also divide up the storyboard. Let’s say your storyboard calls for a customer to see an ad, visit your website, and download your app. You can assign one Maker to create the ad, one to mock up the fake website, and a third to handle the app download screens.

Don’t forget the opening scene—the realistic moment that happens before the central experience begins. Be sure to assign a Maker and a Writer to your opening scene, just as with every other part of the prototype.



Makers create the individual components (screens, pages, pieces, and so on) of your prototype. These are typically designers or engineers, but they could include anyone on your sprint team who likes to feel the force of creation flow through his or her fingers.

You’ll want at least two Makers on Thursday. We’ve told you some wild stories about robots and medical reports and videos, but just remember—the people on your team probably already have the skills to make prototypes for your business.


The Stitcher is responsible for collecting components from the Makers and combining them in a seamless fashion. This person is usually a designer or engineer, but can be almost anyone, depending on the format of your prototype. The best Stitcher is detail-oriented. He or she will probably give everyone some style guides to follow in the morning, then start stitching after lunch as the Makers complete their components. It’s the Stitcher’s job to make the prototype consistent from beginning to end—and ensure that every step is as realistic as possible.


Your Stitcher will make sure dates, times, names, and other fake content are consistent throughout the prototype. Don’t mention Jane Smith in one place and Jane Smoot in the other. Look for typos and fix any obvious errors. Small mistakes can remind customers that they are looking at a fake product.

The Stitcher’s job can take many forms, but no matter what you’re prototyping, it’s a critical role. When you divide work, it’s easy to lose track of the whole. The Stitcher will be on the hook to keep everything tight. He may want to check on progress throughout the day, to see if the various parts of the prototype look coherent. And at the end, the Stitcher shouldn’t hesitate to ask the rest of the team to help out if more work is needed.


Every sprint team needs a Writer, and it’s one of the most important roles. “In Chapter 9 on page 103, we talked about the importance of words in your sketches. And earlier in this chapter we told you that your prototype must appear real. It’s impossible to make a realistic prototype with unrealistic text. A dedicated Writer becomes extra important if you work in a scientific, technical, or other specialized industry. Think back to Foundation Medicine’s prototype of a cancer genomics report: It would have been tough for just anyone to write medically realistic text, so we relied on a product manager with domain expertise to act as Writer during the sprint.


You’ll want at least one Asset Collector on Thursday. It’s not a glamorous role (although “asset collector” does sound glamorous), but it’s one of the keys to rapid prototyping. Your prototype will likely include photos, icons, or sample content that you don’t need to make from scratch. Your Asset Collectors will scour the web, image libraries, your own products, and any other conceivable place to find these elements. This speeds up the work of your Makers, who don’t have to pause and go collect every bit and piece they need for the prototype.


Finally, there’s the Interviewer, who will use the finished prototype to conduct Friday’s customer interviews. On Thursday, he should write an interview script. (We’ll go into detail about the structure of this script in Chapter 16 on page 201.) It’s best if the Interviewer doesn’t work on the prototype. This way, he won’t be emotionally invested in Friday’s test, and won’t betray any hurt feelings or glee to the customer.