Design Sprints

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What are Design Sprints?

Design sprints are an intense 5-day process where user-centered teams tackle design problems. Working with expert insights, teams ideate, prototype and test solutions on selected users. Google’s design sprint is the framework to map out challenges, explore solutions, pick the best ones, create a prototype and test it.

To accomplish great things, we must not only act, but also dream; not only plan, but also believe.”

— Anatole France, Poet, journalist & novelist

How to Run (or Do) a Design Sprint:

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  1. 00:00:00 --> 00:00:32

    In this video, we'll teach you how to use  Google's design sprint process to create great design faster. In an age of tight resources, companies  are more reluctant than ever to commit  to big design projects without a thorough  understanding of their chances of success. Google has developed a method to make the design process fast and still offer valuable insight. The process developed by  Google Ventures is called a *design sprint*.

  2. 00:00:32 --> 00:01:00

    It focuses on getting insights into *critical  business questions* within a very short timeframe – just five days. The process is based on *design thinking*, so it attempts to gain those insights via *rapid design*, *prototype development* and *user testing*. The design sprint is a five-phase process. Each phase takes approximately one day or eight  hours to perform. So, a sprint can be done in five days. The five phases of Google's design sprint are *understand*,

  3. 00:01:00 --> 00:01:31

    *sketch*, *decide*, *prototype* and *validate*. The design sprint is a *linear process*, but you  are strongly encouraged to *make revisions* based on your first sprint and then *reiterate the prototype and validate phases*. You can also move further back to earlier phases and reiterate from there. In the following, we'll look at each step in more detail, but let's start by taking  a quick look at how to plan a design sprint. To ensure that the design sprint will be  successful, some *planning ahead* is required.

  4. 00:01:31 --> 00:02:04

    Before the sprint begins, here are some things you should consider. You should *write a brief* to state the sprint's goal and bring everyone on the same page. You might also need to collect or *conduct user research* to get insights that can inform the work you do during the sprint. *Consider who should be on the sprint team.* Google's sprint process is designed to be run by teams rather than individuals. That means getting everyone together and ensuring  that they're all aiming in the same direction. The ideal team would include representatives from  all relevant functions and at all levels in the organization.

  5. 00:02:04 --> 00:02:34

    You could also invite external people –  for instance, a representative user or stakeholder. You need a *suitable space* for the  sprint, typically somewhere bright, quiet, with lots of wall space and enough room  for people to move about will be suitable. You have to *gather supplies* for the sketching  and prototyping phases. Typically, you need office supplies like Post-its, blank sheets of paper, color markers, tape, and so on. Finally, you should choose a good *icebreaker exercise* to kick off your design sprint.

  6. 00:02:34 --> 00:03:00

    Some members of your team might not have worked together before, so it's good to start off with an activity to warm people up. Now, let's take a look at each stage in the  execution of the actual sprint. In the understand session, your goal is to *create shared knowledge* about the business problem you're working on. You bring everyone together and unpack all of your  team's knowledge about the problem.

  7. 00:03:00 --> 00:03:32

    *Lightning talks*, where knowledge experts use 10 to 15 minutes to share their knowledge about the problem, is an important part of the understand session. Typical topics for a lightning talk are *business goals*, *insights from user research*, an *overview of competitive products*, *technical opportunities*, and so on. As part of the lightning talk, it can be a good idea to have a presentation by someone from senior management outlining why the problem  you're working on is important to the business. Other typical activities of the understand phase are demonstrations of solutions that are already available,

  8. 00:03:32 --> 00:04:01

    a detailed walkthrough of any proposed  solution, creating user journeys and performing user research. In the understand session, it's also  a good idea to be *clear on the metrics of success*. And remember, your metrics should be  useful and not pulled out of thin air. When you do the understand session, it's  important to involve the whole team. Don't let an individual or group dominate the  proceedings. The idea is to ensure everyone is on the same page, and the only way to do that  is if everyone is heard from.

  9. 00:04:01 --> 00:04:30

    Once everyone is on the same page, it's time to split the team up and get them to start working on solutions. Sketch day is an *individual effort*. Everyone is tasked with coming up with a detailed solution to the problem. It's a good idea to do this on paper for two reasons. First, it's quick and it takes no time  to make changes. Second, everybody is able to sketch so they can participate even if they don't know any wireframing tools.

  10. 00:04:30 --> 00:05:05

    For particularly complex, large-scale problem solving, you might want to break up the problem into *manageable chunks* and assign people a chunk rather than the whole problem. The aim of sketch day is to get as many ideas down as possible. If your team is large and you generate a ton of ideas, you might want to allocate an hour at the end of the day to quickly *reduce the number of ideas* to a more manageable number before you go into the third day of the sprint. As you might expect, decide day is all about  *making a decision* about which idea

  11. 00:05:05 --> 00:05:33

    you're going to take to the prototype phase. But there's more to decide day than making a decision. It's also about working out how your solutions  might conflict with your objectives and abilities. You can start the day by quickly  listing any assumptions that you are making about things like budget, users, technology capacity and business drivers. Then it's time to review each idea and look at  the conflicts that it generates. You should have an objective in mind during your review.

  12. 00:05:33 --> 00:06:01

    Would you be looking to take a single great idea forward to prototyping? Or are you going to pick, say, a top  5 and take those forward? You should be looking to constantly *refine* your list and remove ideas that simply aren't feasible early in the process. The entire team takes part in the decision process  by participating in discussions and through voting for ideas. Once you have an idea or ideas you  want to prototype, the last part of decide day is to *create some storyboards for your ideas*.

  13. 00:06:01 --> 00:06:33

    The storyboard should show each interaction with the user in a step-by-step process, and they'll be your specification for your prototype. You might also want to define a *user story*  or two to help beef up the specification. As the title implies, on prototype day you have  a single day to *create a prototype* that your users can test on the final day. First of all, storyboard what you're going to build if you haven't already done that. To build a prototype, you can use any tool of your choice.

  14. 00:06:33 --> 00:07:00

    Just pick one that you master enough for  rapid prototyping. The important thing is, don't attempt to learn a new tool on this day. Just use *whatever you're most comfortable with*. Finally, remember to *leverage the whole team*. Assign tasks and get everyone building or helping with something. Prototyping isn't just for the engineers.  Get people to document, write, review, plan a user test – any activity that contributes towards your end goal.

  15. 00:07:00 --> 00:07:31

    On day 5, you *validate your idea*. The most important part of the validation  is to bring in a group of your end users to test your prototype. It's important that the entire team gets to *observe the users interact with the product* either directly  or through watching recordings of your test. A *cognitive walkthrough* or *brief usability  test* are great tools to use in this phase. Other good activities to validate your design –  to bring in experts and management stakeholders to review your idea.

  16. 00:07:31 --> 00:08:00

    Everyone on the team should make  notes and record what they feel they've learned. You want to take these notes and  summarize them at the end of the day. This should help you decide if  anything needs iterating and improving. At the end of the final day, take some time with  the whole team to reflect on your experience. As Google puts it, there can be three possible  outcomes to a sprint: an *efficient failure* – perhaps your ideas didn't work so well, but you learned a lot in the process

  17. 00:08:00 --> 00:08:30

    and saved your team a lot of time from going down the wrong path; a *flawed success* – perhaps some ideas worked nicely, while others didn't: this gives you insights on what  can be improved and what you could work on next; finally, an *epic win* – the ideas your team had have  shown great promise and seem to work really well. You're ready to move into a more serious  implementation phase. Either way, you can only win! Whether it's by avoiding failure, learning where more work needs to be put in

  18. 00:08:30 --> 00:09:04

    or generating a killer design, you can only emerge from the design *wiser and more experienced*. The added bonus is that the time you've sacrificed  for this is relatively *short*. Though this is a tried-and-tested method by Google, it's also a relatively new concept adapted from Agile methods. It might take a few tries within your organization  to keep the sprint to five days. That's OK. You can work towards delivering faster sprints as  you get more practice. Google design sprints should help you take a process that currently takes months and make it lean and efficient. 

  19. 00:09:04 --> 00:09:31

    It's not a substitute for all design processes,  especially not for very complex products, but it's one that lets you ideate and test  ideas incredibly fast. A highly productive design team working in sprints is more likely to add business value and be recognized for their work within the larger organization. Finally, we encourage you to take a look at Google's Design Sprint Kit to get more ideas and tools for how to run your own design sprint.

Table of contents

Design Sprints – How to Get Closer to Great Solutions in Just One Week

Former Google Ventures design partner Jake Knapp devised the design sprint process for Google in 2010. He drew inspiration from areas such as Google's product development culture and IDEO’s design thinking workshops. In design sprints, teams work on problems and goals differently than they do when confined to their departments in the traditional waterfall process. A carefully selected team from across an organization collaborates and will go from defining a user problem to testing a potential solution within 5 days. They use a systematic approach and efficient time management

Sprints are also integral to agile development, where self-organized, cross-functional teams work to produce short-term deliverables and improve quality while keeping a careful watch over current user needs and any changing circumstances.


The main value of sprints is the speed at which design teams can concentrate on one or more user needs and sharply defined goals. Under time-boxed conditions, team members work first to understand these and then progressively ideate, critique, and fine-tune their way towards a testable prototype. Eliminating distractions is key to this process, and the intense focus on specific user needs and goals calls for dedicated time away from everyday business. Since the design sprint process is streamlined and enables teams to produce deliverables and confirm or discard assumptions about users quickly, it helps to keep costs down. Therefore, cash-strapped startups can especially benefit from using design sprints.

Whatever the size of your organization, you should approach a design sprint like this:

  1. Before a sprint, it’s vital to:

    1. Select the right members for your small team—e.g., a facilitator to track the team’s progress, a financial expert, etc.

    2. Reserve an entire workweek for the team to dedicate to the sprint so members can conveniently work undisturbed.

    3. Stock up on Post-It notes, whiteboards and markers to use in the chosen location.

  1. When ready, your team should approach the sprint this way:

    1. Monday: Work with experts across the organization to map out the problem and determine the sprint’s overall goal. You should proceed to understand your users and their problems via customer journey maps and empathy maps.

    2. Tuesday: Explore potential solutions through ideation. Your team should examine sources of inspiration by seeing which existing ideas they can improve and freely sketching possible solutions.

    3. Wednesday: Critique the team’s solutions to determine which are most likely to succeed. Adapt these ideas/sketches into storyboards.

    4. Thursday: Construct a working prototype from the storyboards.

    5. Friday: Conduct user testing of the prototype on a sample of at least five users.

  1. At the end of the sprint, you can expect one of these outcomes:

    1. A successful failure—where you learned valuable information from your prototype, and thus avoided sinking months into creating the wrong product. You should run a follow-up sprint to explore new angles.

    2. A flawed win—where you clearly identified what works, what doesn’t and why. You should iterate to fine-tune adjustments and test again.

    3. A resounding victory—where your prototype enabled users to solve their problems and met (if not exceeded) their expectations. You now have a clear path towards your end product.


    Pros and Cons of Design Sprints

    On the one hand, your team can:

    • Bypass lengthy debates and committee-style decision-making cycles.

    • Enjoy dynamic, focused collaboration.

    • Understand key users better.

    • All be clear about final deliverables.

    • Think creatively and experiment to explore a wider variety of ideas.

    • Avoid the need to compose detailed specifications.

    • Reduce the cost of failure of final deliverables during user testing.

    • Enjoy better ownership due to active collaboration.

    • Directly witness real users validating ideas.

    On the other hand, your team should:

    • Consist of the right people who can commit to a 5-day sprint—potentially challenging for senior executives.

    • Choose the correct scope and expectations to ensure problems aren’t too complicated to solve in one week—this demands a careful eye to balance ambition with manageability.

    • Remember that success isn’t guaranteed.

    • Appreciate the intensity involved (hence “sprint”).

    Collaboration, insight and ownership are key to locating the best, most viable solutions quickly and preventing your organization from pursuing costly failures. Depending on scope, some sprints can last less than five days. You should use the time-boxed, compressed structure of design sprints to explore the widest range of possible solutions and from there ideate to isolate those representing the deepest understanding of your users.

    Learn More about Design Sprints

    Take our course on Design Thinking for more about design sprints:

    Design sprints are compatible with the agile framework. But don’t let the name “sprint” fool you. Learn more about agile methods, and how design sprints fit into agile sprints in the course Agile Methods for UX Design.

    Read Google Ventures’ own words about design sprints.

    Here’s an insightful, advice-rich account of how an IDEO team approached their design sprint.

    See best practices with The Home Depot take on design sprints.

How do design sprints help in product design?

Design sprints help in product design by speeding up problem-solving and reducing the risk of failure. This structured process—which Google Ventures developed—allows teams to quickly test ideas, gather user feedback, and refine solutions before they invest in full development.

A design sprint typically lasts five days and follows key phases: understanding the problem, sketching solutions, deciding on the best idea, prototyping, and testing with real users. This rapid approach helps teams gel together to collaborate and validate ideas early and prevent costly mistakes from arising later.

Companies like Airbnb, Slack, and Uber use design sprints to refine features and improve user experiences. When a sprint is done well, it accelerates decision-making and helps teams build better, more user-centered products with confidence.

For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

Watch our video on design sprints:

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What problems can a design sprint solve?

It’s especially useful when teams face uncertainty, like launching a new feature, improving user experience, or redesigning a service. For instance, if a product has low engagement or confusing navigation, a sprint can uncover why and bring solutions to the surface. It helps, too, when stakeholders disagree by aligning teams around a tested concept.

Design sprints are a great way to tackle conversion rate issues, simplify complex workflows, and refine customer journeys. Instead of spending months developing untested ideas, teams can prototype and validate solutions in just five days—and quickly get on the right track to an effective solution.

Companies like Google, Airbnb, and LEGO use sprints to minimize risk and speed up innovation. As sprints focus on user needs and real-world testing, they help ensure products are intuitive, engaging, and market-ready early on. That’s vital to help brands understand what will work—and avoid sinking funds into the wrong areas once full-scale development begins.

For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

Watch our video on design sprints:

Show Hide video transcript
  1. 00:00:00 --> 00:00:32

    In this video, we'll teach you how to use  Google's design sprint process to create great design faster. In an age of tight resources, companies  are more reluctant than ever to commit  to big design projects without a thorough  understanding of their chances of success. Google has developed a method to make the design process fast and still offer valuable insight. The process developed by  Google Ventures is called a *design sprint*.

  2. 00:00:32 --> 00:01:00

    It focuses on getting insights into *critical  business questions* within a very short timeframe – just five days. The process is based on *design thinking*, so it attempts to gain those insights via *rapid design*, *prototype development* and *user testing*. The design sprint is a five-phase process. Each phase takes approximately one day or eight  hours to perform. So, a sprint can be done in five days. The five phases of Google's design sprint are *understand*,

  3. 00:01:00 --> 00:01:31

    *sketch*, *decide*, *prototype* and *validate*. The design sprint is a *linear process*, but you  are strongly encouraged to *make revisions* based on your first sprint and then *reiterate the prototype and validate phases*. You can also move further back to earlier phases and reiterate from there. In the following, we'll look at each step in more detail, but let's start by taking  a quick look at how to plan a design sprint. To ensure that the design sprint will be  successful, some *planning ahead* is required.

  4. 00:01:31 --> 00:02:04

    Before the sprint begins, here are some things you should consider. You should *write a brief* to state the sprint's goal and bring everyone on the same page. You might also need to collect or *conduct user research* to get insights that can inform the work you do during the sprint. *Consider who should be on the sprint team.* Google's sprint process is designed to be run by teams rather than individuals. That means getting everyone together and ensuring  that they're all aiming in the same direction. The ideal team would include representatives from  all relevant functions and at all levels in the organization.

  5. 00:02:04 --> 00:02:34

    You could also invite external people –  for instance, a representative user or stakeholder. You need a *suitable space* for the  sprint, typically somewhere bright, quiet, with lots of wall space and enough room  for people to move about will be suitable. You have to *gather supplies* for the sketching  and prototyping phases. Typically, you need office supplies like Post-its, blank sheets of paper, color markers, tape, and so on. Finally, you should choose a good *icebreaker exercise* to kick off your design sprint.

  6. 00:02:34 --> 00:03:00

    Some members of your team might not have worked together before, so it's good to start off with an activity to warm people up. Now, let's take a look at each stage in the  execution of the actual sprint. In the understand session, your goal is to *create shared knowledge* about the business problem you're working on. You bring everyone together and unpack all of your  team's knowledge about the problem.

  7. 00:03:00 --> 00:03:32

    *Lightning talks*, where knowledge experts use 10 to 15 minutes to share their knowledge about the problem, is an important part of the understand session. Typical topics for a lightning talk are *business goals*, *insights from user research*, an *overview of competitive products*, *technical opportunities*, and so on. As part of the lightning talk, it can be a good idea to have a presentation by someone from senior management outlining why the problem  you're working on is important to the business. Other typical activities of the understand phase are demonstrations of solutions that are already available,

  8. 00:03:32 --> 00:04:01

    a detailed walkthrough of any proposed  solution, creating user journeys and performing user research. In the understand session, it's also  a good idea to be *clear on the metrics of success*. And remember, your metrics should be  useful and not pulled out of thin air. When you do the understand session, it's  important to involve the whole team. Don't let an individual or group dominate the  proceedings. The idea is to ensure everyone is on the same page, and the only way to do that  is if everyone is heard from.

  9. 00:04:01 --> 00:04:30

    Once everyone is on the same page, it's time to split the team up and get them to start working on solutions. Sketch day is an *individual effort*. Everyone is tasked with coming up with a detailed solution to the problem. It's a good idea to do this on paper for two reasons. First, it's quick and it takes no time  to make changes. Second, everybody is able to sketch so they can participate even if they don't know any wireframing tools.

  10. 00:04:30 --> 00:05:05

    For particularly complex, large-scale problem solving, you might want to break up the problem into *manageable chunks* and assign people a chunk rather than the whole problem. The aim of sketch day is to get as many ideas down as possible. If your team is large and you generate a ton of ideas, you might want to allocate an hour at the end of the day to quickly *reduce the number of ideas* to a more manageable number before you go into the third day of the sprint. As you might expect, decide day is all about  *making a decision* about which idea

  11. 00:05:05 --> 00:05:33

    you're going to take to the prototype phase. But there's more to decide day than making a decision. It's also about working out how your solutions  might conflict with your objectives and abilities. You can start the day by quickly  listing any assumptions that you are making about things like budget, users, technology capacity and business drivers. Then it's time to review each idea and look at  the conflicts that it generates. You should have an objective in mind during your review.

  12. 00:05:33 --> 00:06:01

    Would you be looking to take a single great idea forward to prototyping? Or are you going to pick, say, a top  5 and take those forward? You should be looking to constantly *refine* your list and remove ideas that simply aren't feasible early in the process. The entire team takes part in the decision process  by participating in discussions and through voting for ideas. Once you have an idea or ideas you  want to prototype, the last part of decide day is to *create some storyboards for your ideas*.

  13. 00:06:01 --> 00:06:33

    The storyboard should show each interaction with the user in a step-by-step process, and they'll be your specification for your prototype. You might also want to define a *user story*  or two to help beef up the specification. As the title implies, on prototype day you have  a single day to *create a prototype* that your users can test on the final day. First of all, storyboard what you're going to build if you haven't already done that. To build a prototype, you can use any tool of your choice.

  14. 00:06:33 --> 00:07:00

    Just pick one that you master enough for  rapid prototyping. The important thing is, don't attempt to learn a new tool on this day. Just use *whatever you're most comfortable with*. Finally, remember to *leverage the whole team*. Assign tasks and get everyone building or helping with something. Prototyping isn't just for the engineers.  Get people to document, write, review, plan a user test – any activity that contributes towards your end goal.

  15. 00:07:00 --> 00:07:31

    On day 5, you *validate your idea*. The most important part of the validation  is to bring in a group of your end users to test your prototype. It's important that the entire team gets to *observe the users interact with the product* either directly  or through watching recordings of your test. A *cognitive walkthrough* or *brief usability  test* are great tools to use in this phase. Other good activities to validate your design –  to bring in experts and management stakeholders to review your idea.

  16. 00:07:31 --> 00:08:00

    Everyone on the team should make  notes and record what they feel they've learned. You want to take these notes and  summarize them at the end of the day. This should help you decide if  anything needs iterating and improving. At the end of the final day, take some time with  the whole team to reflect on your experience. As Google puts it, there can be three possible  outcomes to a sprint: an *efficient failure* – perhaps your ideas didn't work so well, but you learned a lot in the process

  17. 00:08:00 --> 00:08:30

    and saved your team a lot of time from going down the wrong path; a *flawed success* – perhaps some ideas worked nicely, while others didn't: this gives you insights on what  can be improved and what you could work on next; finally, an *epic win* – the ideas your team had have  shown great promise and seem to work really well. You're ready to move into a more serious  implementation phase. Either way, you can only win! Whether it's by avoiding failure, learning where more work needs to be put in

  18. 00:08:30 --> 00:09:04

    or generating a killer design, you can only emerge from the design *wiser and more experienced*. The added bonus is that the time you've sacrificed  for this is relatively *short*. Though this is a tried-and-tested method by Google, it's also a relatively new concept adapted from Agile methods. It might take a few tries within your organization  to keep the sprint to five days. That's OK. You can work towards delivering faster sprints as  you get more practice. Google design sprints should help you take a process that currently takes months and make it lean and efficient. 

  19. 00:09:04 --> 00:09:31

    It's not a substitute for all design processes,  especially not for very complex products, but it's one that lets you ideate and test  ideas incredibly fast. A highly productive design team working in sprints is more likely to add business value and be recognized for their work within the larger organization. Finally, we encourage you to take a look at Google's Design Sprint Kit to get more ideas and tools for how to run your own design sprint.

How does a design sprint differ from agile or lean UX?

A design sprint, Agile, and Lean UX all help teams build better products, but they serve different purposes.

A design sprint is a five-day process developed by Google Ventures (GV) to quickly test ideas, create prototypes, and collect user feedback before full development. It’s a short, structured workshop that’s designed for solving specific problems or validating new concepts.

Agile is a development methodology that focuses on iterative progress through short work cycles called sprints. Agile teams continuously build, test, and improve products—making it an ongoing process rather than a one-time sprint.

Lean UX—inspired by Lean Startup principles—emphasizes continuous experimentation, user feedback, and rapid iteration. It integrates UX design directly into Agile workflows, ensuring design evolves alongside development.

For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

Watch as UX Designer and Author of Build Better Products and UX for Lean Startups, Laura Klein explains important points about agile design:

Show Hide video transcript
  1. 00:00:00 --> 00:00:31

    Great agile teams commit to iterating on features. Now, it's interesting. When we did a bunch of  research on agile teams back in 2019 and 2020, we found one of the biggest complaints  people had was that their teams never went back and improved things that they'd already built. They would ship something, move it to the Done column and then never look at it again. Sometimes, they didn't even look at metrics to see if anybody was even *using* the feature.

  2. 00:00:31 --> 00:01:00

    The really unfortunate thing was that teams often shipped small or stripped-down versions of features just to get them out the door and then they *still* never went back and approved them. Obviously, this led to absolute nightmare products full of half-finished things that were inconsistent and didn't really make sense as a whole product. The thing is, that's one of the least agile  things you can do. The whole point of lightweight methodologies is that we're constantly getting things in front of users, getting feedback and improving them.

  3. 00:01:00 --> 00:01:32

    Do we sometimes ship things to  people that aren't quite perfect? Yeah – all the time. But we do it with the understanding that  we're shipping it in order to learn something, and once we learn something, we're going to go back and improve the product based on what we learned, and then we'll do it again... and then we'll do it again. That is iteration, and it's pretty much the core of agile. Great teams learn from their users and keep improving their product by iterating on features. They don't just keep churning out new half-baked features like they're some kind of widget factory.

  4. 00:01:32 --> 00:01:41

    So, teams that are truly committed to agile methodologies should be iterating and improving their user experience and their codebase *constantly*.

What are the key phases of a design sprint?

The key phases of a design sprint follow a structured five-day process which Google Ventures (GV) developed—namely:

  1. Understand (Day 1) – The team defines the problem, aligns on goals, and collects insights from experts and user research.

  1. Sketch (Day 2) – Participants brainstorm and sketch possible solutions individually, and focus on creative ideas without groupthink.

  1. Decide (Day 3) – The team reviews all sketches, votes on the best ideas, and creates a storyboard that outlines the prototype.

  1. Prototype (Day 4) – Designers build a realistic, testable prototype with the help of tools like Figma or simple click-through mockups.

  1. Test (Day 5) – Real users interact with the prototype and then provide valuable feedback to refine or pivot the idea before it enters into full development.

This sprint method reduces risk, speeds up decision-making, and ensures user-centered design comes out of the team’s efforts.

For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

Watch our video on design sprints:

Show Hide video transcript
  1. Transcript loading…

Who should participate in a design sprint?

A design sprint works best when a diverse team with the right expertise participates. Ideally, 6–8 people from different disciplines should join to ensure well-rounded solutions.

Key participants include:

  • A facilitator, who guides the sprint and keeps discussions on track.

  • A decision-maker—such as a product manager or executive—to approve final choices.

  • A UX or product designer to sketch ideas and create prototypes.

  • A developer or engineer to assess technical feasibility.

  • A marketer or business strategist who can ensure that solutions align with user needs and business goals.

  • Customer support or sales representatives to provide real-world user insights.

Some teams also invite end users or subject matter experts for deeper input. In any case, a diverse and balanced team leads to faster problem-solving, better collaboration, and user-centered innovation—and gets on the right track to effective solutions quickly.

For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

Watch our video on design sprints:

Show Hide video transcript
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What exercises help teams generate ideas during a design sprint?

During a design sprint, teams use structured exercises to generate creative, user-focused ideas quickly—some of the most effective ones include:

  • Lightning talks – Team members and experts share insights on the problem, helping align everyone’s understanding before true brainstorming begins.

  • How Might We (HMW) Questions – Participants reframe challenges as open-ended questions (e.g., “How might we make onboarding easier?”) to spark solutions from wider angles.

  • Crazy 8s – Each person sketches eight ideas in eight minutes, an exercise that forces quick thinking and encourages a variety of solutions.

  • Solution sketching – Individuals refine their best ideas into detailed, step-by-step sketches, which makes concepts easier to evaluate.

  • Dot voting – The team votes on the most promising sketches to decide which ideas to prototype.

These sorts of exercises help teams move fast, think outside the box, and focus on user-centered solutions before testing prototypes with real users.

Watch our video about “How might we?” as an effective ideation approach:

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For more on creative methods, enjoy our Master Class Harness Your Creativity to Design Better Products with Alan Dix, Professor, Author and Creativity Expert.

How do teams measure a design sprint’s success?

Teams measure a design sprint’s success by evaluating user feedback, business impact, and overall team alignment with key success metrics such as the ones below:

  • User feedback from testing – Did real users understand and engage with the prototype? Positive responses indicate a strong solution, while confusion means there’s a need for iteration.

  • Problem validation – Does the sprint’s outcome effectively address the original challenge? If the prototype solves a real pain point, the sprint was successful.

  • Team alignment and decision-making – A great sprint brings clarity and consensus, and so ensures the team can move forward with confidence.

  • Next steps and implementation – A successful sprint leads to clear action—whether refining the idea, securing buy-in, or moving to full development. Something concrete needs to happen.

For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

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What mistakes do teams make in design sprints?

Common pitfalls that can slow teams down and reduce their effectiveness include:

  • Lack of clear problem definition – If the challenge is too vague or broad, the sprint will lose focus, leading to weak or scattered solutions (if any come from it at all).

  • Inviting the wrong participants – A sprint needs a balanced team, so excluding key decision-makers or user-focused roles is asking for trouble. It will create roadblocks later.

  • Skipping research and user insights – Teams that don’t gather real data before brainstorming run the risk of designing solutions that won’t match actual user needs.

  • Overcomplicating sketches and prototypes – Sprints move fast. Five days may seem generous, but if teams spend too much time on details, they’ll lose the opportunity to test ideas quickly.

  • Ignoring user feedback – The test phase is crucial. Dismissing insights from real users defeats the purpose of the sprint.

Avoid these mistakes to ensure your sprint stays efficient, user-focused, and leads to actionable, impactful solutions.

Watch our video on design sprints:

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For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

What are some popular and respected books about design sprints?
How do teams handle disagreements during a design sprint?

Teams can handle disagreements during a design sprint when they use structured decision-making and keep the focus on user needs. Key strategies include the following:

  • Dot voting—Instead of endless debates, participants vote on ideas using dot stickers or markers, which helps the team quickly identify the strongest solutions.

  • Referencing sprint goals—Sometimes, things can go off track and on tangents. Teams should revisit the original problem statement and user insights to ensure discussions stay focused on solving real challenges.

  • Using a decider—When the team is stuck, a designated decision-maker—often a product manager or executive—steps in to make the final call.

  • Testing with users—If disagreements persist, let real users decide (if there’s a prototype to test). Testing a prototype provides objective feedback and removes personal bias.

  • Encouraging open discussion—A good facilitator ensures all voices are heard—no matter who is loudest and quietest—while keeping the sprint moving forward.

Time may be short in a sprint. However, by staying user-centered and structured, teams can turn disagreements into productive problem-solving, leading to better design solutions.

Watch our video on design sprints:

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For valuable insights on sprints, enjoy our Master Class How (and When) to Run a Design Sprint with John Zeratsky, Designer, Author, Investor and Co-Creator of the Design Sprint.

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Literature on Design Sprints

Here's the entire UX literature on Design Sprints by the Interaction Design Foundation, collated in one place:

Learn more about Design Sprints

Take a deep dive into Design Sprints with our course Agile Methods for UX Design .

Agile, in one form or another, has taken over the software development world and is poised to move into almost every other industry. The problem is that a lot of teams and organizations that call themselves “agile” don’t seem to have much in common with each other. This can be extremely confusing to a new team member, especially if you’ve previously worked on an “agile” team that had an entirely different definition of “agility”!

Since the release of the Agile Manifesto in 2001, agile methodologies have become almost unrecognizable in many organizations, even as they have become wildly popular. 

To understand the real-world challenges and best practices to work under the constraints of agile teams, we spoke with hundreds of professionals with experience working in agile environments. This research led us to create Agile Methods for UX Design.

In this course, we aim to show you what true agility is and how closely agile methodologies can map to design. You will learn both the theory and the real-world implementation of agile, its different flavors, and how you can work with different versions of agile teams.

You will learn about the key principles of agile, examples of teams that perform all the agile “rituals” but aren’t actually agile, and examples of teams that skip the rituals but actually embody the spirit.

You’ll learn about agile-specific techniques for research and design, such as designing smaller things, practicing continuous discovery, refactoring designs, and iterating.

You will also walk away with practical advice for working better with your team and improving processes at your company so that you can get some of the benefits of real agility.

This course is aimed at people who already know how to design or research (or who want to work with designers and researchers) but who want to learn how to operate better within a specific environment. There are lots of tools designers use within an agile environment that are no different from tools they’d use anywhere else, and we won’t be covering how to use those tools generally, but we will talk about how agile deliverables can differ from those you’d find in a more traditional UX team. 

Your course instructor is product management and user experience design expert, Laura Klein. Laura is the author of Build Better Products and UX for Lean Startups and the co-host of the podcast What is Wrong with UX?

With over 20 years of experience in tech, Laura specializes in helping companies innovate responsibly and improve their product development process, and she especially enjoys working with lean startups and agile development teams.

In this course, you will also hear from industry experts Teresa Torres (Product Discovery Coach at Product Talk), Janna Bastow (CEO and Co-founder of ProdPad) and Adam Thomas (product management strategist and consultant).

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