Tutorials

How to Run a Five-Day Design Sprint

A day-by-day plan for mapping a problem, choosing an idea, building a prototype, and testing it with users.

By Kamel Zerrouki(UI/UX Mentor)8 min read

A design sprint gives a team five days to choose one problem, build a prototype, and put it in front of users. It will not settle every product question. It does force the team to test an idea before spending weeks building it.

Before the sprint, clear the calendars of the people who must make decisions and recruit five target users for Friday.

The 5-Day Sprint Breakdown

Day 1: Map & Choose

Write down the long-term goal and map the user journey. Ask people close to the problem where users get stuck. End the day by choosing one moment on the map to address.

Day 2: Sketch Solutions

Review existing solutions, then have each person sketch alone. Individual sketches stop the loudest voice in the room from setting the direction too early.

Day 3: Decide & Storyboard

Review the sketches without a sales pitch from their authors. The team marks useful parts, and the designated decision-maker chooses what to prototype. Turn that choice into a storyboard.

Day 4: Build the Prototype

Build only enough for Friday's test. A Figma prototype can look real without a backend. Split the work, keep the storyboard visible, and check the complete flow before the day ends.

Day 5: Test and Learn

Run five one-to-one sessions with target users. Ask them to think aloud and avoid teaching them how the prototype works. Look for repeated problems across sessions, then decide what to change, test again, or stop.

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