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Design ThinkingIntermediate

Concept Walkthrough

A Concept Walkthrough is an early feedback technique in which a service or product idea is presented to potential users or providers as a step-by-step imagined experience, and they comment on it as it unfolds. Rough materials such as sketches, images or mock-ups carry the story, so the idea can be tested before anything is built. The format is documented by Service Design Tools, which traces it back to the cognitive walkthrough from usability research.

Duration
30m–1h
Group size
3–8 people
Materials
Sketches, storyboard or simple mock-ups, one per step of the experience, Note-taking sheet or sticky notes, Pens

Facilitation script

  1. 1

    Welcome participants, explain that the idea is unfinished and that critical comments are the most useful ones. Describe who they are in the story and the starting situation.

    5 min
  2. 2

    Present the first step and ask what they notice, what they would do and what they expect next. Use this step to set the rhythm.

    5 min
  3. 3

    Continue through the remaining steps in the same way. Do not explain ahead or defend; the note-taker records comments per step.

    25 min
  4. 4

    Ask for an overall view: which parts they would use, which they would skip, what is missing and how it compares with what they do today.

    10 min
  5. 5

    Thank the participants and, once they have left, sort the notes with the team into what works, what is unclear and what is missing.

    5 min

Tips

  • Keep the materials rough on purpose.

  • People comment freely on a pencil sketch and hold back when something looks finished.

  • Present the idea neutrally and resist explaining or defending it when a step confuses someone, because the confusion is exactly what you came to find.

  • Split the roles: one person presents, another only listens and writes.

Common pitfalls

  • Pitching instead of presenting. An enthusiastic delivery makes participants polite, and the session confirms what the team already believed

  • Using polished visuals. Participants comment on colours and wording, and assume the concept is too far along to change

  • Explaining a step when someone is confused. The confusion disappears from the notes and reappears after launch

  • Asking only 'do you like it?'. Liking is cheap; what people expect to happen next shows whether the concept makes sense to them

  • Running the session without a note-taker, so the presenter remembers the praise and loses the detail

Variations

Run it one to one for the most candid feedback, or with a small group of up to six participants when you want participants to build on each other's reactions. With frontline staff as participants, the walkthrough checks whether the service can actually be delivered. To compare two or three concept directions, walk through each in turn and change the order between sessions. Remotely, share the frames one by one on screen and keep the note-taker off camera. Source group sizes and timings are not specified; the ranges here are practical estimates.

Where it fits

Getting user feedback on a concept before prototypingChecking a service idea with frontline staffComparing two or three concept directionsAligning stakeholders on what an idea means in practiceFinding gaps in a planned customer journey

When to use it

  • An idea exists as a description or sketch and you want reactions before investing in a prototype

  • The team disagrees about whether users will understand or want a concept

  • A new service depends on staff doing things differently and you need to hear whether that is realistic

  • You have several concept directions and need a reason to drop some of them

  • Time or budget rules out building anything testable in this phase

When not to use it

  • You need to know whether people can operate an interface. Run Moderated Usability Testing on a prototype instead

  • The feedback you want is from fellow designers on craft and consistency. A Design Critique is the right format

  • The concept is still a loose idea with no sequence of steps. Develop it with a Storyboard first

  • You need evidence that people will pay or change behaviour. Stated reactions to a story are weak proof, so run a small live experiment

Related methods

Frequently asked questions

What is Concept Walkthrough?▾

A Concept Walkthrough is a way to get early feedback on a service or product idea by guiding potential users or providers through it step by step as an imagined experience. Sketches, storyboards or mock-ups illustrate each step, and participants comment as the story unfolds. It tests whether the idea makes sense before anything is built.

How is it different from usability testing?▾

In usability testing people try to complete tasks with a working prototype and you observe where they struggle. In a concept walkthrough nothing works yet: you narrate the experience and gather reactions to the idea itself. Use the walkthrough first to check the concept, and usability testing later to check the execution.

How many participants should take part?▾

The source does not give a number. In practice one to six participants per session works well, with a presenter and a note-taker from the team. The group size of three to eight given on this page counts those two as well. Several short sessions with different people tell you more than one large one.

What materials do you need?▾

One rough visual per step of the experience, such as storyboard frames, hand sketches, paper screens or photos. They only need to be clear enough to follow the story. A notes sheet with one row per step makes the synthesis much faster.

Who should be invited to a concept walkthrough?▾

People who would use the service and, for services, people who would deliver it. Staff notice practical obstacles that users cannot see, and users notice whether the offer is worth their effort. Colleagues from the project team are a poor substitute because they already know the idea.

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Method descriptions on Workshop Weaver are original content written by our team, based on established facilitation practices. This method was inspired by work from Service Design Tools.