Design Sprints

what is a design sprint?

A design sprint is a time-constrained process in which participants follow the principles of Design Thinking to identify problems and create innovative solutions.  

The main goal of a design sprint (and a time constraint) is to have participants rapidly prototype and test potential solutions. 

Swift and iterative prototyping offers a practical means to test assumptions, gather user insights, and refine ideas before extensive implementation. Most importantly, prototyping helps you fail quickly and inexpensively, helping you learn valuable lessons that inform your next iterations.

5 stages of the design sprint

The first stage of a design sprint is focused on understanding the problem, needs, or challenges that a person/organization is facing. This stage will consist of gathering information, conducting speed interviews, and doing research to empathize with users (A user in Design Thinking is the person you are designing for). In the classroom, a design sprint focuses on designing a solution for someone — whether it be another student in the class, a teacher, or people in the greater community. Students work in pairs, so they can design solutions for each other as well.

2. define

Once participants in a design sprint have identified the needs, challenges, or aspirations of the user, they will need to create a problem statement. A problem statement will summarize the core issue that participants will need to address. Problem statements typically with a sentence stem, such as: “____ (user) needs a way to ____ (do something) in order to _____ (insight).” 

e.g. The Dining Hall needs help creating visually appealing graphics for their digital menu board in order to sell more lunches.

3. ideate

After a problem statement has been formulated, participants can begin brainstorming ideas, a process called ideation, without judgment or constraints. The goal here is to brainstorm as many ideas as possible — and to think big. In the classroom, students are encouraged to embrace both wild and practical ideas.

4. prototype

Participants will need to select one of their ideas — or a combination of several ideas — to begin prototyping. The prototyping stage brings ideas to life through a “first build.” Depending on time and material constraints — as well as the nature of the problem being solved — prototypes can have various forms, from low-fidelity sketches to high-fidelity physical models or digital mockups. By the end of this stage, participants should have a testable prototype. In the classroom, a testable prototype might look like a detailed diagram of a product or service. Or, perhaps a prototype might be a 3D model developed using maker materials.

5. test

Prototype testing will occur through interviews, usability tests, or other evaluation methods. The goal of this stage is to gather information about how well a prototype meets the user’s needs. Then, if time permits, participants will use that feedback to make informed decisions about next steps, as well as improvements. In a design sprint, however, testing may be the final stage, depending on time constraints. 

In Design Thinking more broadly, the process is iterative, meaning that prototypes are often refined and redesigned based on user feedback. The design process might not end here. In fact, participants will often have to go back to the drawing board and start over again.

sample design sprints

the wallet project

The Wallet Project is a Design Sprint from the University of Stanford. Students will work collaboratively to design a new kind of wallet in just one hour. 

This project makes you think like an inventor, combining creativity with practicality to dream up a wallet that's not only cool but also something people would actually use. It's a fun way to learn about human-centered design, teamwork, and turning big ideas into real-life solutions.


Click here for the student handout document. (One paper copy is provided per student)

The Wallet Project

Click here for the facilitator's guide