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💻Advanced Design Strategy and Software

Design Sprint Phases

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Why This Matters

Design sprints represent one of the most powerful frameworks in modern product development, and understanding their structure is essential for any advanced design strategy work. You're being tested on more than just knowing the six phases in order—examiners want to see that you understand why each phase exists, how they build on each other, and when to apply specific techniques within each stage. The sprint methodology embodies core principles you'll encounter throughout this course: divergent vs. convergent thinking, rapid iteration, user-centered validation, and cross-functional collaboration.

Don't just memorize "Understand, Define, Sketch, Decide, Prototype, Validate" as a sequence. Know what cognitive mode each phase demands, which stakeholders lead at each stage, and how skipping or rushing any phase undermines the entire sprint. When you encounter scenario-based questions, you'll need to diagnose which phase a team is in—or should be in—based on their activities and outputs.


Discovery Phases: Building the Foundation

The first two phases focus on problem framing—ensuring your team solves the right problem before generating solutions. These phases are inherently divergent, pulling in information from multiple sources before converging on a focused direction.

Understand

  • Research synthesis is the primary output—teams conduct user interviews, stakeholder sessions, and competitive analysis to map the problem landscape
  • Lightning talks from subject matter experts help the team rapidly absorb domain knowledge in 15-20 minute presentations
  • How Might We (HMW) notes capture opportunities and reframe challenges as design prompts throughout the session

Define

  • Problem statement articulation transforms raw research into a focused, actionable challenge the team will solve
  • Target user definition narrows the audience to a specific persona or segment, preventing scope creep during ideation
  • Sprint questions establish success criteria—what must be true for the solution to work?

Compare: Understand vs. Define—both are research-oriented, but Understand is expansive (gathering inputs) while Define is reductive (filtering to focus). If an FRQ asks about problem framing, distinguish between data collection and data synthesis.


Ideation Phases: Generating and Selecting Solutions

These phases shift the team into creative mode, first diverging to explore possibilities, then converging to select the strongest direction. The transition from Sketch to Decide represents one of the most critical handoffs in the sprint.

Sketch

  • Crazy 8s technique forces rapid ideation—eight distinct concepts sketched in eight minutes to bypass perfectionism
  • Solution sketches are detailed, three-panel storyboards that communicate a complete user flow, not just isolated screens
  • Silent critique allows team members to review sketches independently before group discussion, reducing groupthink

Decide

  • Dot voting provides democratic prioritization—each team member allocates limited votes to their preferred concepts
  • Decider authority gives the sprint lead final say when consensus fails, preventing deadlock
  • Storyboard creation maps the winning concept into a step-by-step user journey that guides prototyping

Compare: Sketch vs. Decide—Sketch rewards quantity and wild ideas; Decide rewards critical evaluation and feasibility analysis. Teams that struggle often blur these phases, critiquing ideas too early or generating new concepts too late.


Validation Phases: Building and Testing

The final phases shift from abstract concepts to tangible artifacts. Fidelity management becomes critical—prototypes must be real enough to test but cheap enough to discard.

Prototype

  • "Goldilocks quality" means the prototype is just realistic enough to elicit genuine user feedback without over-investment
  • Divide and conquer assigns team members specific prototype components—one builds screens, another writes copy, another sources assets
  • Tool selection varies by context: Figma or Sketch for digital products, paper prototypes for early concepts, video for service design

Validate

  • Five-user testing typically reveals 85% of usability issues, making it the standard sample size for sprint validation
  • Interview protocol structures sessions with consistent tasks and open-ended questions to ensure comparable data
  • Pattern identification across users distinguishes signal from noise—one user's confusion is anecdotal; three users' confusion is a design flaw

Compare: Prototype vs. Validate—Prototype is about making with speed; Validate is about learning with rigor. A common failure mode is building prototypes too polished to abandon or running validation sessions too informal to yield actionable insights.


Quick Reference Table

ConceptBest Examples
Divergent thinkingUnderstand (research gathering), Sketch (idea generation)
Convergent thinkingDefine (problem focusing), Decide (concept selection)
User research methodsUnderstand (interviews, observation), Validate (usability testing)
Decision frameworksDecide (dot voting, impact-effort matrix, decider vote)
Rapid iterationPrototype (low-fidelity builds), Sketch (Crazy 8s)
Cross-functional collaborationAll phases, but especially Understand (lightning talks) and Prototype (divide and conquer)
Fidelity managementPrototype (Goldilocks quality), Sketch (rough concepts acceptable)

Self-Check Questions

  1. Which two phases both involve user engagement, and how does the purpose of that engagement differ between them?

  2. A team is simultaneously generating new ideas and critiquing existing ones. Which phase boundary are they violating, and why does this cause problems?

  3. Compare and contrast the outputs of the Define phase versus the Decide phase—both produce focused direction, but at different levels of abstraction.

  4. If a prototype receives negative user feedback during Validate, which earlier phase should the team revisit, and what factors determine how far back they should go?

  5. An FRQ describes a team that skipped directly from Understand to Prototype. Identify two specific risks this creates and explain which missing phases would have mitigated them.