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Illustrative example

How a Design Sprint turns an idea into a tested prototype

In five days, an idea becomes a prototype that real people have already tested, before you invest in development. Here is how it works in an example case.

This is a fictional case, created to explain the method. The company, people, amounts and results are made up. The method is what we apply in real projects.

The example case

Lava Já, a neighborhood self-service laundromat

Lava Já is a fictional laundromat with four locations. Customers waste time with tokens and change, and the owner wants shorter queues and less cash handling. The idea: an app to choose a machine, pay and collect the laundry, with no tokens.

Day 1 · Understand

Before designing, we make the challenge clear

We bring the right people together and answer four questions on sticky notes until everyone agrees.

It is…

What are we building?

  • An app to use the laundromat machines
  • Payment by phone, no tokens
Aimed at…

Who is it for?

  • Apartment residents without a machine at home
  • People who work out of the house and do laundry at night or on weekends
that solves…

What problem does it solve?

  • No tokens or change on hand
  • Queues and not knowing which machine is free
  • Laundry forgotten in the machine
and brings…

What benefits?

  • Doing laundry without carrying cash
  • An alert when the cycle ends
  • Less cash handling for the owner

The week

Five days, each with a deliverable

The schedule is agreed based on your team's availability. Every day ends with something concrete on the table.

  1. Day 1

    Understand and map

    • Introducing the people and the challenge
    • Defining problems, goals and personas
    • User journey

    A map of the challenge and the journey, a goal and key questions.

  2. Day 2

    Ideas and decision

    • Solution sketches in two groups
    • Presenting proposals and voting
    • Second round and convergence

    Individual sketches and the chosen solution.

  3. Day 3

    Define what goes in

    • User story mapping
    • Defining the MVP: the first version worth testing

    A prioritized list: what goes in now and what waits.

  4. Day 4

    Prototype

    • Building the clickable prototype of the main screens
    • Refining the story map

    A realistic prototype, ready for testing.

  5. Day 5

    Test and decide

    • Testing with real people
    • Reviewing the results with you
    • Development proposal

    What works, what changes and the plan to build.

Day 1 · People

Who will use it, and what the journey looks like today

Personas are typical people, described by their goal and pain. The journey shows each step, where it hurts and where the opportunity is.

Marina, 29

Analyst, lives in an apartment

Wants: To do laundry at night without depending on tokens or change.

Pain: She arrives at the laundromat and finds out she has no tokens.

Carlos, 58

Owner of two locations

Wants: Shorter queues, less cash in the till and customers who come back.

Pain: He spends time counting tokens and handling complaints.

Marina's journey

  1. 1Decides to wash
  2. 2Goes to the laundromat
  3. 3Chooses a machine
  4. 4Pays
  5. 5Waits for the cycle
  6. 6Collects the laundry
  7. 7Comes back next week?

Day 2 · Ideas

Two teams sketch, the group votes and converges

Each team sketches its idea without seeing the other's. Then we present, vote and combine the best of both.

Team A

A full app with a credit wallet, history and a loyalty program.

Team B

A QR code on the machine: the customer scans it, picks a cycle and pays, with minimal sign-up.

Convergence: QR code on the machine + quick sign-up + payment by card or instant transfer. The wallet and loyalty program wait for a second version.

The decision, in four lines

It is
  • An app to use and pay for the machines
  • An alert when the cycle ends
It is not
  • A generic digital wallet
  • A loyalty program (for now)
It does
  • Picks the machine by QR code
  • Takes payment by card or instant transfer
  • Warns of the cycle end and the pickup deadline
It does not
  • Laundry pickup and delivery
  • Accounting integration

Day 3 · What goes in

Story map: what goes in the MVP and what waits

We lay out everything the user does, in order, and draw a line: above it, the first version (MVP). Below it, what can wait.

Sign-up

MVP

Create an account with e-mailLog in to an existing account

Later

Sign in with Google

Choose machine

MVP

Scan the machine's QR codePick the cycle and see the price

Later

See free machines remotely

Payment

MVP

Instant transferCredit card

Later

Credits and coupons

Follow up

MVP

Cycle countdownAlert when it ends

Later

Wash history

Pickup

MVP

Deadline to collect the laundryConfirm pickup

Later

Service rating

Days 4 and 5 · Prototype

The prototype: click and see how a customer would use it

Before any coding, we build clickable screens, realistic enough to be tested. Choose a step below.

Lava Já

Create your account

Name
E-mail
Continue
1 / 6

Illustrative prototype. Amounts and brand are fictional.

Day 5 · Test

Testing shows what to change before you spend on development

We watch real people use the prototype, without help, and note where they get stuck. The figures below are fictional, to illustrate the format of the result.

5people tested it
4 of 5finished without help
3changes before building

What changed after the test

  • The instant-transfer button was made more prominent: most people looked for it first.
  • The pickup-deadline sentence was rewritten in simpler language.
  • The end-of-cycle alert now shows the machine number too.

What you receive at the end

  • A clickable prototype of the main screens, tested with users
  • A prioritized list of what to build now and what to leave for later
  • A development proposal with a clearer scope

Want to do this with your idea? Tell us about your company's challenge and we will set up a conversation.