Tuesday: Sketch Solutions skill

Tuesday is about generating solutions, not discussing them.

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Tuesday: Sketch Solutions

Tuesday is about generating solutions, not discussing them. The day shifts from group understanding (Monday) to individual creation. By the end of Tuesday, every team member will have produced a detailed, self-explanatory solution sketch. The critical rule: work alone, think deeply, and let the ideas compete on Wednesday.

Schedule Overview

Time Exercise Duration
10:00 - 10:15 Recap Monday target 15 min
10:15 - 11:30 Lightning Demos 75 min
11:30 - 12:00 Divide or Swarm decision 30 min
12:00 - 1:00 Lunch 60 min
1:00 - 1:20 Notes (Step 1) 20 min
1:20 - 1:40 Ideas (Step 2) 20 min
1:40 - 1:50 Crazy 8s (Step 3) 10 min
1:50 - 3:20 Solution Sketch (Step 4) 90 min
3:20 - 3:30 Collect and seal sketches 10 min

Lightning Demos

Purpose

Borrow ideas from existing products, competitors, and unrelated industries. Lightning Demos fill the creative tank before sketching begins.

Preparation (Before Tuesday)

At the end of Monday, ask each team member to:

  • Find 2-3 products or features that solve a similar problem (even from different industries)
  • Bookmark them or take screenshots
  • Prepare a 3-minute walkthrough
How to Run Lightning Demos
  1. Each person gets 3 minutes to demo what they found
  2. Show the product on screen or walk through screenshots
  3. Explain: "Here is what they do, and here is what I think is interesting about it"
  4. The Sprint Master captures the big idea on the whiteboard with a quick sketch and label
  5. No debate or critique during demos. Just capture
What to Look For
Source What to Capture
Direct competitors Features they got right, messaging that resonates
Adjacent industries Interaction patterns that solve a similar problem differently
Non-tech examples Retail, hospitality, or service experiences that feel effortless
Internal products Other features in your own product that work well
Academic/research Frameworks or data that could inspire a novel approach
Example Lightning Demos

Sprint target: Improve onboarding for a project management tool.

  • Demo 1 (Trello): "They show a sample board pre-filled with tasks so you immediately see how it works. The big idea: show, don't tell."
  • Demo 2 (Duolingo): "They get you doing a lesson within 30 seconds, before even creating an account. The big idea: delay signup, lead with value."
  • Demo 3 (IKEA store layout): "They force a path through the showroom so you see everything in context. The big idea: guided tour instead of open exploration."
Capture Format

On the whiteboard, create a grid:

[Quick sketch]     [Quick sketch]     [Quick sketch]
"Show, don't       "Delay signup,     "Guided tour
 tell" - Trello     lead with value"   path" - IKEA
                    - Duolingo

Each entry has a simple sketch and a 3-5 word label. By the end of Lightning Demos, you should have 10-20 captured ideas on the whiteboard.

Divide or Swarm

When to Divide

If the target area on Monday's map has clearly separable components, assign different people to different sections.

Example: If the target is "signup through first project," one group could tackle signup, another could tackle the first project experience.

When to Swarm

If the target is a single, focused problem, everyone works on the same challenge independently.

Most sprints use Swarm. When in doubt, swarm. Having 5-7 different approaches to the same problem produces richer options.

The Four-Step Sketch

This is the core of Tuesday. Four progressively focused exercises move each person from reviewing existing ideas to creating a detailed solution. All four steps are done individually and in silence.

Step 1: Notes (20 minutes)

What to do:

  1. Walk around the room silently
  2. Review the whiteboard: long-term goal, sprint questions, customer journey map, HMW clusters, Lightning Demo captures
  3. Take notes on paper about anything that catches your attention
  4. Copy interesting ideas, jot down thoughts, highlight constraints

Tips:

  • Use pen and paper, not a laptop
  • Do not organize your notes; just capture raw material
  • Pay special attention to the target area on the map
  • Review the sprint questions: your sketch should try to answer at least one
Step 2: Ideas (20 minutes)

What to do:

  1. Start doodling rough ideas on paper
  2. Stick figures, flow diagrams, wireframes, word clouds: anything goes
  3. Generate as many ideas as possible
  4. Do not self-edit: ugly and half-baked is fine
  5. Explore different directions, not just one

Tips:

  • Set a personal goal of at least 8 distinct ideas
  • Mix practical ideas with wild ones
  • Think about the problem from the customer's perspective
  • Consider ideas from Lightning Demos: how might you adapt them?
Step 3: Crazy 8s (8 minutes)

What to do:

  1. Take a blank sheet of paper
  2. Fold it in half three times to create 8 panels
  3. Set a timer for 8 minutes
  4. In each panel, sketch one variation of your best idea (1 minute per panel)
  5. When the timer rings, stop immediately

Detailed Instructions:

Panel Time Focus
1 0:00 - 1:00 Your best idea, simplest version
2 1:00 - 2:00 Same idea, different layout or flow
3 2:00 - 3:00 What if the user starts at a different point?
4 3:00 - 4:00 What if there were fewer steps?
5 4:00 - 5:00 What if it were more visual, less text?
6 5:00 - 6:00 What would the competitor version look like?
7 6:00 - 7:00 What is the most radical version?
8 7:00 - 8:00 Combine the best elements from panels 1-7

Why Crazy 8s Matter:

  • Forces you past your first idea (which is rarely the best)
  • Creates variations that lead to unexpected combinations
  • The time pressure shuts down perfectionism
  • Panel 8 often produces the breakthrough

Common Crazy 8s Mistakes:

  • Drawing the same idea 8 times with trivial changes (push for real variation)
  • Spending 4 minutes on panel 1 and rushing the rest (use a timer that beeps every minute)
  • Giving up because you "can't draw" (stick figures and words are enough)
Step 4: Solution Sketch (60-90 minutes)

What to do:

  1. Take 3 sheets of blank paper (or a large sheet divided into 3 panels)
  2. Create a 3-panel storyboard showing a customer's experience with your solution
  3. Panel 1: What triggers the customer to encounter your solution?
  4. Panel 2: How does the customer interact with the core of your solution?
  5. Panel 3: What is the result? What does success look like?

Solution Sketch Requirements:

  • Self-explanatory: someone who was not in the room should understand it
  • Has a catchy title at the top
  • Anonymous: no name on the sketch
  • Detailed enough to build: include button labels, headlines, key copy
  • Shows the flow: arrows or numbered steps indicating sequence
  • Fits the target from Monday
3-Panel Storyboard Structure

Panel 1: Entry Point

What the customer sees first. Could be:

  • A search result
  • An email
  • A notification
  • A landing page
  • A colleague's recommendation

Draw the screen, message, or moment. Include real text, not "lorem ipsum."

Panel 2: Core Interaction

The heart of your solution. Show:

  • What the interface looks like
  • What the customer does (clicks, types, drags)
  • What information they see
  • How they progress through the experience

This panel often needs the most detail. Use annotations and callouts.

Panel 3: Outcome

The result of using your solution:

  • What does the customer see when they succeed?
  • How do they feel? What confirmation do they get?
  • What happens next?
Example Solution Sketch: Onboarding for a Project Management Tool
  • Panel 1 "Welcome Screen": Greeting by name, question about use case (Marketing / Engineering / Design), "Get started" button. Sets context.
  • Panel 2 "Guided Setup": Name your first project field, invite team members field, note that starter tasks are auto-generated based on use case selection. Shows the core interaction.
  • Panel 3 "Your First Win": Project board with pre-filled tasks, one already marked done, confetti animation, "Share with your team" call to action. Shows the successful outcome.

Tips for Non-Designers

You Do Not Need to Draw Well

Solution sketches are about ideas, not artistry. Use:

  • Rectangles for screens and containers
  • Lines for text (squiggly lines = body text)
  • Circles and arrows for buttons and navigation
  • Stick figures for people
  • Words for headlines, labels, and key copy
Focus on These Elements
  1. Headlines: What does the customer read first?
  2. Key actions: What button do they click? What do they type?
  3. Information hierarchy: What is biggest/most prominent?
  4. Flow: Where does the customer go from each step?
  5. Copy: Write real words, not placeholder text
If You Are Stuck
  • Return to the Lightning Demo wall and adapt an idea
  • Solve for one specific sprint question
  • Draw your favorite competitor's approach, then change three things
  • Think about the worst possible version, then invert it
  • Start from the outcome (Panel 3) and work backwards

Collecting Sketches

At the end of Tuesday:

  1. Everyone places their solution sketch face-down on the table
  2. The Sprint Master collects them without looking
  3. Sketches stay sealed until Wednesday morning
  4. No peeking, no sharing, no discussing solutions over dinner

This builds suspense and prevents bias. On Wednesday, every sketch gets a fair hearing.

Tuesday Checklist

  • Lightning Demos completed (10-20 ideas captured on whiteboard)
  • Divide or Swarm decision made
  • All four sketch steps completed by every team member
  • Each person produced a 3-panel solution sketch
  • Sketches are self-explanatory, titled, and anonymous
  • Sketches collected and sealed
  • No one has discussed or revealed their solution

Common Tuesday Mistakes

Lightning Demos Go Too Long

Problem: Each demo takes 10 minutes instead of 3, eating into sketch time. Fix: Use a visible timer. At 3 minutes, the Sprint Master says "Thank you, next." Capture the big idea and move on.

Group Discussion During Sketch Time

Problem: People start comparing ideas or asking for feedback. Fix: The afternoon sketch phase is silent. If someone asks a question, the Sprint Master says "Write it into your sketch."

Crazy 8s Feels Pointless

Problem: People draw one idea 8 times or give up after 4 panels. Fix: Before starting, show examples of good Crazy 8s. Emphasize that panels 5-8 often produce the best ideas because the obvious ones are exhausted.

Solution Sketches Are Too Vague

Problem: Sketches show boxes labeled "content goes here" with no detail. Fix: Remind the team: "Someone who was not in our sprint should be able to understand your sketch. Write real headlines, real button labels, real content."

Only Designers Produce Sketches

Problem: Engineers and marketers opt out because they "cannot draw." Fix: Share the non-designer tips above. Show examples of successful text-heavy, low-art sketches. The best sprint solutions often come from non-designers.

Perfectionism Kills the Solution Sketch

Problem: Someone spends 90 minutes on a single beautiful panel. Fix: Remind them: three panels, not one. The storyboard format forces breadth. Ugly but complete beats beautiful but incomplete.

1# Tuesday: Sketch Solutions
2 
3Tuesday is about generating solutions, not discussing them. The day shifts from group understanding (Monday) to individual creation. By the end of Tuesday, every team member will have produced a detailed, self-explanatory solution sketch. The critical rule: work alone, think deeply, and let the ideas compete on Wednesday.
4 
5## Schedule Overview
6 
7| Time | Exercise | Duration |
8|------|----------|----------|
9| 10:00 - 10:15 | Recap Monday target | 15 min |
10| 10:15 - 11:30 | Lightning Demos | 75 min |
11| 11:30 - 12:00 | Divide or Swarm decision | 30 min |
12| 12:00 - 1:00 | Lunch | 60 min |
13| 1:00 - 1:20 | Notes (Step 1) | 20 min |
14| 1:20 - 1:40 | Ideas (Step 2) | 20 min |
15| 1:40 - 1:50 | Crazy 8s (Step 3) | 10 min |
16| 1:50 - 3:20 | Solution Sketch (Step 4) | 90 min |
17| 3:20 - 3:30 | Collect and seal sketches | 10 min |
18 
19## Lightning Demos
20 
21### Purpose
22 
23Borrow ideas from existing products, competitors, and unrelated industries. Lightning Demos fill the creative tank before sketching begins.
24 
25### Preparation (Before Tuesday)
26 
27At the end of Monday, ask each team member to:
28 
29- Find 2-3 products or features that solve a similar problem (even from different industries)
30- Bookmark them or take screenshots
31- Prepare a 3-minute walkthrough
32 
33### How to Run Lightning Demos
34 
351. Each person gets 3 minutes to demo what they found
362. Show the product on screen or walk through screenshots
373. Explain: "Here is what they do, and here is what I think is interesting about it"
384. The Sprint Master captures the big idea on the whiteboard with a quick sketch and label
395. No debate or critique during demos. Just capture
40 
41### What to Look For
42 
43| Source | What to Capture |
44|--------|----------------|
45| Direct competitors | Features they got right, messaging that resonates |
46| Adjacent industries | Interaction patterns that solve a similar problem differently |
47| Non-tech examples | Retail, hospitality, or service experiences that feel effortless |
48| Internal products | Other features in your own product that work well |
49| Academic/research | Frameworks or data that could inspire a novel approach |
50 
51### Example Lightning Demos
52 
53**Sprint target:** Improve onboarding for a project management tool.
54 
55- **Demo 1 (Trello):** "They show a sample board pre-filled with tasks so you immediately see how it works. The big idea: show, don't tell."
56- **Demo 2 (Duolingo):** "They get you doing a lesson within 30 seconds, before even creating an account. The big idea: delay signup, lead with value."
57- **Demo 3 (IKEA store layout):** "They force a path through the showroom so you see everything in context. The big idea: guided tour instead of open exploration."
58 
59### Capture Format
60 
61On the whiteboard, create a grid:
62 
63```
64[Quick sketch] [Quick sketch] [Quick sketch]
65"Show, don't "Delay signup, "Guided tour
66 tell" - Trello lead with value" path" - IKEA
67 - Duolingo
68```
69 
70Each entry has a simple sketch and a 3-5 word label. By the end of Lightning Demos, you should have 10-20 captured ideas on the whiteboard.
71 
72## Divide or Swarm
73 
74### When to Divide
75 
76If the target area on Monday's map has clearly separable components, assign different people to different sections.
77 
78**Example:** If the target is "signup through first project," one group could tackle signup, another could tackle the first project experience.
79 
80### When to Swarm
81 
82If the target is a single, focused problem, everyone works on the same challenge independently.
83 
84**Most sprints use Swarm.** When in doubt, swarm. Having 5-7 different approaches to the same problem produces richer options.
85 
86## The Four-Step Sketch
87 
88This is the core of Tuesday. Four progressively focused exercises move each person from reviewing existing ideas to creating a detailed solution. All four steps are done individually and in silence.
89 
90### Step 1: Notes (20 minutes)
91 
92**What to do:**
93 
941. Walk around the room silently
952. Review the whiteboard: long-term goal, sprint questions, customer journey map, HMW clusters, Lightning Demo captures
963. Take notes on paper about anything that catches your attention
974. Copy interesting ideas, jot down thoughts, highlight constraints
98 
99**Tips:**
100 
101- Use pen and paper, not a laptop
102- Do not organize your notes; just capture raw material
103- Pay special attention to the target area on the map
104- Review the sprint questions: your sketch should try to answer at least one
105 
106### Step 2: Ideas (20 minutes)
107 
108**What to do:**
109 
1101. Start doodling rough ideas on paper
1112. Stick figures, flow diagrams, wireframes, word clouds: anything goes
1123. Generate as many ideas as possible
1134. Do not self-edit: ugly and half-baked is fine
1145. Explore different directions, not just one
115 
116**Tips:**
117 
118- Set a personal goal of at least 8 distinct ideas
119- Mix practical ideas with wild ones
120- Think about the problem from the customer's perspective
121- Consider ideas from Lightning Demos: how might you adapt them?
122 
123### Step 3: Crazy 8s (8 minutes)
124 
125**What to do:**
126 
1271. Take a blank sheet of paper
1282. Fold it in half three times to create 8 panels
1293. Set a timer for 8 minutes
1304. In each panel, sketch one variation of your best idea (1 minute per panel)
1315. When the timer rings, stop immediately
132 
133**Detailed Instructions:**
134 
135| Panel | Time | Focus |
136|-------|------|-------|
137| 1 | 0:00 - 1:00 | Your best idea, simplest version |
138| 2 | 1:00 - 2:00 | Same idea, different layout or flow |
139| 3 | 2:00 - 3:00 | What if the user starts at a different point? |
140| 4 | 3:00 - 4:00 | What if there were fewer steps? |
141| 5 | 4:00 - 5:00 | What if it were more visual, less text? |
142| 6 | 5:00 - 6:00 | What would the competitor version look like? |
143| 7 | 6:00 - 7:00 | What is the most radical version? |
144| 8 | 7:00 - 8:00 | Combine the best elements from panels 1-7 |
145 
146**Why Crazy 8s Matter:**
147 
148- Forces you past your first idea (which is rarely the best)
149- Creates variations that lead to unexpected combinations
150- The time pressure shuts down perfectionism
151- Panel 8 often produces the breakthrough
152 
153**Common Crazy 8s Mistakes:**
154 
155- Drawing the same idea 8 times with trivial changes (push for real variation)
156- Spending 4 minutes on panel 1 and rushing the rest (use a timer that beeps every minute)
157- Giving up because you "can't draw" (stick figures and words are enough)
158 
159### Step 4: Solution Sketch (60-90 minutes)
160 
161**What to do:**
162 
1631. Take 3 sheets of blank paper (or a large sheet divided into 3 panels)
1642. Create a 3-panel storyboard showing a customer's experience with your solution
1653. Panel 1: What triggers the customer to encounter your solution?
1664. Panel 2: How does the customer interact with the core of your solution?
1675. Panel 3: What is the result? What does success look like?
168 
169**Solution Sketch Requirements:**
170 
171- [ ] Self-explanatory: someone who was not in the room should understand it
172- [ ] Has a catchy title at the top
173- [ ] Anonymous: no name on the sketch
174- [ ] Detailed enough to build: include button labels, headlines, key copy
175- [ ] Shows the flow: arrows or numbered steps indicating sequence
176- [ ] Fits the target from Monday
177 
178### 3-Panel Storyboard Structure
179 
180**Panel 1: Entry Point**
181 
182What the customer sees first. Could be:
183- A search result
184- An email
185- A notification
186- A landing page
187- A colleague's recommendation
188 
189Draw the screen, message, or moment. Include real text, not "lorem ipsum."
190 
191**Panel 2: Core Interaction**
192 
193The heart of your solution. Show:
194- What the interface looks like
195- What the customer does (clicks, types, drags)
196- What information they see
197- How they progress through the experience
198 
199This panel often needs the most detail. Use annotations and callouts.
200 
201**Panel 3: Outcome**
202 
203The result of using your solution:
204- What does the customer see when they succeed?
205- How do they feel? What confirmation do they get?
206- What happens next?
207 
208### Example Solution Sketch: Onboarding for a Project Management Tool
209 
210- **Panel 1 "Welcome Screen":** Greeting by name, question about use case (Marketing / Engineering / Design), "Get started" button. Sets context.
211- **Panel 2 "Guided Setup":** Name your first project field, invite team members field, note that starter tasks are auto-generated based on use case selection. Shows the core interaction.
212- **Panel 3 "Your First Win":** Project board with pre-filled tasks, one already marked done, confetti animation, "Share with your team" call to action. Shows the successful outcome.
213 
214## Tips for Non-Designers
215 
216### You Do Not Need to Draw Well
217 
218Solution sketches are about ideas, not artistry. Use:
219 
220- **Rectangles** for screens and containers
221- **Lines** for text (squiggly lines = body text)
222- **Circles and arrows** for buttons and navigation
223- **Stick figures** for people
224- **Words** for headlines, labels, and key copy
225 
226### Focus on These Elements
227 
2281. **Headlines:** What does the customer read first?
2292. **Key actions:** What button do they click? What do they type?
2303. **Information hierarchy:** What is biggest/most prominent?
2314. **Flow:** Where does the customer go from each step?
2325. **Copy:** Write real words, not placeholder text
233 
234### If You Are Stuck
235 
236- Return to the Lightning Demo wall and adapt an idea
237- Solve for one specific sprint question
238- Draw your favorite competitor's approach, then change three things
239- Think about the worst possible version, then invert it
240- Start from the outcome (Panel 3) and work backwards
241 
242## Collecting Sketches
243 
244At the end of Tuesday:
245 
2461. Everyone places their solution sketch face-down on the table
2472. The Sprint Master collects them without looking
2483. Sketches stay sealed until Wednesday morning
2494. No peeking, no sharing, no discussing solutions over dinner
250 
251This builds suspense and prevents bias. On Wednesday, every sketch gets a fair hearing.
252 
253## Tuesday Checklist
254 
255- [ ] Lightning Demos completed (10-20 ideas captured on whiteboard)
256- [ ] Divide or Swarm decision made
257- [ ] All four sketch steps completed by every team member
258- [ ] Each person produced a 3-panel solution sketch
259- [ ] Sketches are self-explanatory, titled, and anonymous
260- [ ] Sketches collected and sealed
261- [ ] No one has discussed or revealed their solution
262 
263## Common Tuesday Mistakes
264 
265### Lightning Demos Go Too Long
266 
267**Problem:** Each demo takes 10 minutes instead of 3, eating into sketch time.
268**Fix:** Use a visible timer. At 3 minutes, the Sprint Master says "Thank you, next." Capture the big idea and move on.
269 
270### Group Discussion During Sketch Time
271 
272**Problem:** People start comparing ideas or asking for feedback.
273**Fix:** The afternoon sketch phase is silent. If someone asks a question, the Sprint Master says "Write it into your sketch."
274 
275### Crazy 8s Feels Pointless
276 
277**Problem:** People draw one idea 8 times or give up after 4 panels.
278**Fix:** Before starting, show examples of good Crazy 8s. Emphasize that panels 5-8 often produce the best ideas because the obvious ones are exhausted.
279 
280### Solution Sketches Are Too Vague
281 
282**Problem:** Sketches show boxes labeled "content goes here" with no detail.
283**Fix:** Remind the team: "Someone who was not in our sprint should be able to understand your sketch. Write real headlines, real button labels, real content."
284 
285### Only Designers Produce Sketches
286 
287**Problem:** Engineers and marketers opt out because they "cannot draw."
288**Fix:** Share the non-designer tips above. Show examples of successful text-heavy, low-art sketches. The best sprint solutions often come from non-designers.
289 
290### Perfectionism Kills the Solution Sketch
291 
292**Problem:** Someone spends 90 minutes on a single beautiful panel.
293**Fix:** Remind them: three panels, not one. The storyboard format forces breadth. Ugly but complete beats beautiful but incomplete.
294 

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