2- hour Sprint for Busy Stakeholders – uxdesign.cc

5 days is just impossible. Stakeholders have to travel to different countries within the week and I can only kidnap them (all at the same time) for a maximum of two hours.

When Should I Use This?

While I do always recommend doing the full 5-day Sprint, there are just times (like this) that Stakeholders can’t commit to that timeframe. Only risk to run this if:

  • You suddenly realized that a Sprint was necessary to get inside their heads but wasn’t able to schedule them, aka Impromptu Sprint.
  • The main reason you need to run a Sprint is to find out the real problem, have them agreed on the project’s focus, and gather good ideas from stakeholders.
  • They have to travel to a different city or country for an unexpected yet important business meeting.
  • Everyone belongs to different departments with varying availability and for some miracle, 2 hours in their calendars aren’t blocked — yet. Gotta get that rare opportunity!
  • You can’t move to a later date because you flew all the way to their office to run a Design Discovery and going back there some other time would be too costly.
  • They don’t buy the whole ‘Sprint’ idea yet — reason why they don’t want to commit. This is a perfect chance to let them try it so that they can see what’s the fuss all about. They might even tell you, “Oh, we think our Solution Sketch would have been better if there had more time!” Go ahead, pitch to them to make a full 5-day Sprint next! ?


Oops — that may sound dreamy and all, but there are certainly cons to it.

  • Every method should be done fast. If the team can’t cope up, you won’t be able to cover some important methods. Be sure you’ve rehearsed so it’s easier for you to explain each method and aid them when they get stuck.
  • Capturing their ideas is harder, especially if you don’t have assistance from anyone. That’s why it’s vital that you bring an audio recorder with you. Better if you have set up a video cam.
  • Remember, people produce better ideas if given a longer time to ponder and think. Don’t expect a polished idea by the end of the Sprint.
  • With that said, you should be able to execute their ideas as a designer. 2 hours was only allotted to the first 3 phases — Understand, Decide, Sketch and the rest is your job to run and finish.

Caution: This works for a Sprint team that thinks and acts fast. Your job as a Sprint master is to make sure that the team is constantly thinking and moving. That means, you are able to explain well the purpose and instructions of each activity.

Please read the book before running a Sprint.

Proceed with care ✌️

Author: Justine Win

Collect by: uxfree.com