Design Sprint Facilitation

The outline below highlights a design sprint process used with teens as a part of the Seattle Public Library Caring for Teen Mental Health initiative. The methods used were specifically selected to support the goals and the participants in the project. The methods selected also help guarantee that the goals of the design sprint are met and that by the end there will be information the VR developers can use to get started creating the VR experience.


Design Sprint actvities include:

  • HMWs (How Might We): Sets the stage for identifying goals without focusing on a solution. For example, “How might we create experiences to help teens feel calm and at peace?”
  • Affinity Mapping: Provides the co-designers the chance to think about what was generated by the HMWs within a set of categories. These categories are used to help frame responses to activities that follow.
  • Wild 8s (also referred to as Crazy 8s): Ask co-designers to quickly sketch 8 ideas in 8 minutes that reflect the concepts uncovered during the HMW activities.
  • Dot Vote: Following short presentations of ideas, co-designers vote on what their favorites are. This is a step in the decision making process and can happen at different stages of the design sprint.
  • Storyboarding: Following up on the Wild 8s method, co-designers make more decisions by creating a storyboard for the VR experience that will be developed.

For more information and resources about planning a Design Sprint, review our Sample Design Sprint.

I think the team and teens are starting to realize we are getting closer and closer to a final experience. The teens seemed excited and supportive of the main themes.

Field Notes

Seattle Public Library