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| Criterion | ![]() Innovation Design Sprint | ![]() UX Research Usability Testing | ![]() Product Discovery Experiment Canvas | ![]() Product Discovery Learning Card |
|---|---|---|---|---|
Purposedifferent | When the product question is unclear and time pressure is high, the method takes a team from an open idea to a testable solution. It connects problem understanding, decision, and learning in one compact format, lowering the risk of spending a lot of energy on a mere guess. | When a product is built but people get stuck on tasks, usability testing shows the friction at concrete points. Observed use instead of self-report makes visible where orientation, understanding, or interaction breaks down. | When experiments become unreadable after the fact, it arranges hypothesis, signal, and learning goal on a single canvas. It separates problem, assumption, solution, and evidence. The result is captured as a Completed Experiment Canvas and a Success Metric. | The Learning Card connects traceable test results to a reasoned next action while keeping the limits of the insight visible. |
Complexitydifferent | High | Medium | Low | Low |
Timedifferent | 4-5 Tage | 1-2 h je Session | 30-60 min | 25-40 min |
Participantsdifferent | 5-8 | Based on research question | 1-5 | 1-5 |
Formatdifferent | Workshop | Workshop + async | Workshop + async | Workshop + async |
Outputdifferent | Prototype, Test Findings, Decision Rationale | Usability Issues, Severity List, Recommendations | Completed Experiment Canvas, Success Metric | Learning Card with evidence and next action |
Tags1 shared | Design sprintPrototypeValidationInnovation | ValidationUXPrototype | ExperimentsValidationDiscoveryHypothesis | ExperimentsValidationDiscoveryLearning |



