4.1 Creativity Tools
There are plenty of creativy tools. Here we provide a selection of creativity tools suitable for the application in the university setting.
- Amplifier
- Stop
- Fast combination
- Expansion
- Brainstorming
- Ideas multiplication
- Wisemen council
- Bad ideas
- Cromas
- Idea star
- Idea duel
- Idea auction
- Ill-omen bird
- Emostory
- Name uses
- IPM (idea prioritization matrix)
- Features combat
- Problem inventor
- Problem breakdown
- I thought the problem was...
- Mysterious Drawings
- What if
- Microscope
- Brain writing - method 635
- Creative night
- Screwdriver
- Five why
- USE FORMAT
Amplifier
Field of application | Problem Analysis |
Resume / Brief description |
Game to expand knowledge before ideating
Category:
|
Target group |
|
Group size |
The ideal size of the team is 2 to 5 people. Multiple teams can be using the tool simultaneously
|
Objectives |
To increase the understanding of the problem in order to have enough elements to define possible solution routes.
|
Requirements |
Material:
TIme:
|
Implementation - Overview |
1. Challenge definition
|
Implementation - Guidelines | 1. The activity starts with the Challenge definition. The facilitator must communicate the problem to solve and be sure that all participants understand it. 2. The facilitator breaks the group into teams and gives a format to each one. 3. The team must write down the challenge in the designed space on the format. Now all teams are ready to start to research. 4. The teams start to answer the questions. However, to answer each question the team must do an "Expansion" exercise in order to have new elements that, if possible, other teams doesn´t have. This expansion of knowledge can be done by different methods as searching available information on the internet or calling experts. The four directions to amplify the knowledge are: Research What is being done somewhere else to solve this problem? What research or development is there on the issue? What similar situations have been solved before? Direct observation What uncomfortable or emotional conflictive situations are users presently going through at the time of usage (even though they themselves are not conscious of them)? Interviews and interaction What do users and experts say about the situation? What needs do they state? Involvement If I go through the experience as a user, what problems do I experience? 5. Using the new knowledge collected, each team can reframe the original problem. 6. Each team presents its new vision about the challenge to solve and the new facts that support it. If possible, a team must present exclusieve "evidence" collected during the exercise. The final result is not to have a winner but to have a more deep understanding of the problem and all the circumstances around it. Now the innovation team can advance to the ideation phase. |
Example of application: |
This tool had proved to be very useful in real innovation proceses. A hospital was trying to improve its processes and used the Amplifier tool to find ways to do it. The teams involved in the process carried out an excelent work of Amplification of knowledge with the result of a document containing several possible routes to work on.
|
Templates, Graphics for download | Amplifier Format |
Stop
Field of application |
Ideation
|
Resume |
This "brain warming" game can be used also as an ideation tool. Its a short game where players compete to generate ideas as fast as they can. Can be used in the classroom as a creativity exercise or in innovation processes as a way to generate new ideas. Category: Brainwarming
|
Target group |
|
Group size |
This game can be played by teams of 1 to 6 people. The minimum number of teams is 3 and the maximum 10.
|
Objectives |
Generate new ideas to solve a problem or improve a situation while having a good time.
|
Requirements |
Material:
Time:
|
Implementation - Overview |
Once each team has its own format, the facilitator presents the image to be used as inspiration and gives the signal for every team to start writing, as fast as possible, the ideas for each category in the forma, inspired by the image shown. The first team to finish calls "STOP" and everybody must stop writing. Then the facilitator asks each team to read its ideas to validate them and assign a point for each one.
|
Implementation - Guidelines |
1. Preparation: The STOP format must be adapted to facilitate the purpose of the exercise.
2. Print all the formats needed and give one to each team along with one or several pens (As a good strategy a team can decide to have several teammates writing simultaneously)
|
Example of application |
A big chemical company embraced the new marketing strategy of being closer to its distribution chain in several countries. As a result, the company started a series of innovation sessions in order to help some of them to create strong competitive advantages in their own markets. The WakeUpBrain team was hired to facilitate these sessions.
|
Templates, Graphics for download | STOP Format |
Fast combination
Field of application |
Ideation Idea improvement
|
Resume |
Combination is one of the ways in which the creative mind works. To find new solutions or improve the actual services or products offered by a company, using Fast combination can be a good way to find new ideas. This game works very well as a training and development tool too. As a demanding creative game, the participants can learn about their own creative capacities and the way on which creativity works.
|
Target group |
|
Group size |
Teams of 1 to 6 people. The minimum number of teams is 3 and a maximum of 5.
|
Objectives |
Increase mental flexibility and get the group ready for an ideation session.
|
Requirements |
Material:
You can play the game online showing physical cards on your camera or sharing a presentation showing two cards with the elements to combine.
Time:
|
Implementation - Overview |
This fast game follows these steps:
|
Implementation - Guidelines |
The facilitator explains that every team will be searching for new ideas on a special subject. This subject can be:
The game can be played in two different versions:
|
Example of application: |
An innovation manager of a company was trying to find the reason for the low level of creativity shown in the ideation sessions carried out in the last months. Suspecting that the participants were in the wrong mud or mental state as they came thinking about their own problems, the manager looked for a way to move them to a more creative attitude.
|
Templates, Graphics for download | N/A |
Additional format/references | https://thinkjarcollective.com/tools/creativity-technique-relevant-today/ |
Expansion
Field of application |
#Ideation
|
Resume / Brief description |
This is a brain warming up game that tests people’s ability to explore and identify the relations that can be constructed from a specific concept. This capability is fundamental at the time of bringing up ideas. It is one of the bases for something we know of as Inspiration.
Category: Brainwarming
|
Target group |
|
Group size |
1 to any number of participants.
|
Objectives |
Increase mental flexibility and get the group ready for an ideation session.
|
Material Required (Physical version) |
Material:
Time:
|
Implementation - Overview |
The steps are:
|
Implementation - Guidelines |
1. Preparation. Everyone must have its own paper and pen or word processor ready. For the physical version, the Expansion format is a good help.
|
Example of application: |
The teacher of a class in an Innovation Máster program used the Expansion game to "warm" the students' brains.
|
Templates, Graphics for download |
Expansión format
|
Brainstorming
Field of application |
#Ideation
|
Resume / Brief description |
Brainstorming is a popular technique to generate a great amount of ideas to solve a problem. But, despite its popularity, this tool is not always used the right way.
Category: Ideation
|
Target group |
|
Objectives | To generate a great quantity of ideas and possible solutions to a problem or challenge, in a short time. |
Requirements |
Material:
Time:
|
Implementation - Overview |
The process includes
|
Implementation - Guidelines |
Participants. In general it's a good thing to have participants from different areas, roles and expertise. This will add to the diversity and originality of the solutions found.
|
Example of application: |
How to improve the service times in a restaurant?
|
Templates, Graphics for download | none |
Additional format/references |
The Team Handbook by Peter R. Scholtes http://petkoivanov.com/wp-content/uploads/2015/10/302-Brainstorm.pdf https://www.youtube.com/watch?v=jNFBoBAAYuw http://michael-roberto.blogspot.com/2016/06/brainstorming-at-google.html |
Ideas multiplication
Field of application |
#Ideation
|
Resume / Brief description |
A powerful technique that can take one idea and use it as the origin for several others. The technique builds something similar to a tree of words, where it is possible to read different phrases only changing the way it is read. To build this tree, the ideator can start a new branch from any space between to words of the original phrase (the original idea). In some ways, this tools seems to be familiar with the mind mapping technique but it is not used just as a way to resume or show some information but as a way to force the brain to find new alternatives to an original idea. The similarity of building makes it possible to use the same Mind Mapping tools available online.
Category: Ideation
|
Target group |
|
Group size |
Can be played as a personal tool of a group building exercise. The ideal size of the grup is 3 to 6 people. Multiple teams can be using the tool simultaneously
|
Objectives |
To generate multiple ideas starting from an original one.
|
Requirements |
Material:
Time:
|
Implementation - Overview | This is a very simple and fast tool. You, as a facilitator must direct the group to follow these steps: 1. Definition of the initial idea 2. Writing the initial idea on the paper or the mind mapping tool word by word 3. Branch building starting on any space between the words of the original idea 4. Sub-branch building by following the same process over the newly built branches. |
Implementation - Guidelines |
1. Define the problem or challenge to solve. Must be visible for everybody. Make sure that everyone in the group understands the problem correctly.
|
Example of application: |
In this example, a telecommunications company was using their recently trained innovation leaders to ideate new ways to increase the customer satisfaction. The leaders were divided into 3 groups, 12 persons each. Each group worked in a 2 hour session to generate ideas that will be included in the internal innovation platform to be evaluated.
|
Templates, Graphics for download |
Ideas Multiplication Format |
Additional format/references |
https://www.makeuseof.com/tag/8-free-mind-map-tools-best-use/ |
Wisemen council
Field of application |
#Problem Analysis.
|
Resume / Brief description |
Imagine if we can have a group of experts helping us to solve every problem. And now imagine if that group was formed by the most wise people in history. It would be great! In fact, that is what the Wisemen council technique does: help the innovator to think as the better brains in history. The Wisemen council uses images or names of great people in history to imagine how they would have solved our problem. Can be played individually or in group.
Category: Ideation
|
Target group |
|
Group size |
This game can be played by teams of 1 to 6 people. The minimum number of teams is 3 and a maximum of 5."
|
Objectives |
Find a way to understand a situation or problem from a different perspective and imagine possible new solutions.
|
Requirements | Material:
Time: 20 to 60 minutes
|
Implementation - Overview |
The first step is to define clearly the question we will ask to the wise. But before to disturb them, the group will need to make a good effort to find solutions and answer to that question. This is the "Empty head" phase. Once the group creativity is exhausted, a random card is selected. The group looks at the wise depicted in it and tries to imagine what ideas could that person or character give if asked to solve the same question.
|
Implementation - Guidelines |
1. Define, as a group, the question or problem to solve. Put that question in a visible place and be sure that everyone understands it.
|
Example of application: |
In 2020, a governmental program to help entrepreneurs to grow their business in the midst of Covid-19 pandemy, was going as planned. Not only more than 1000 entrepreneurships had participated in big online working sessions but some of them were being accompanied by personal mentors to address particular issues.
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Templates, Graphics for download |
|
Additional format/references |
Bad ideas
Field of application |
#Ideation
|
Resume / Brief description |
This is a wonderful game that permits to explore truly innovative solutions starting from what, at first sight, look like bad ideas.
Category: Ideation
|
Target group |
|
Group size |
2 to 10 teams with 2 to 4 members.
|
Objectives |
Generate potentially disruptive new ideas to solve a challenge or a problem or to ideate a new concept for a product or service.
|
Requirements |
Time:
|
Implementation - Overview | The main steps are: - Define the problem or main objective - Ask all the participants to write down as many "bad ideas" as they can - Build the teams - Ask the teams to transform as many "bad ideas" into "great ideas" as they can - Let the teams to present their best "great ideas" |
Implementation - Guidelines |
1. The first thing you need to have is the problem. This can be a specific problem (For example to decrease damage of products during transportation) or simply a situation in which you want to innovate (for example the design of your new store).
|
Example of application: |
Even though the Bad Ideas technique is a powerful tool to be used in productive environments, It's also a good way to train students in creativity thinking. The following experience of a public university is a good example of this. As part of the "Creative thinking" class, students from different faculties played "Bad ideas" using a common purpose: To motivate students to use bicycles.
|
Templates, Graphics for download | N/A |
Additional format/references |
https://www.inc.com/yazin-akkawi/bad-ideas-are-the-key-to-creativity.html https://core.ac.uk/download/pdf/297018879.pdf https://uxdesign.cc/this-might-be-a-terrible-idea-why-bad-ideas-are-good-for-design-ae5ce50f6dab |
Cromas
Field of application |
#Ideation
|
Resume / Brief description |
CROMAS is a group of 6 routes to create new ideas, proposed in 1953 by Alex Osborn, and whose original name was SCAMPER. As CROMAS sounds closer to Chromatic (related to colors) this is a good alternative to the original denomination.
Category: Ideation |
Target group |
Entrepreneurs
|
Group Size |
Teams from 1 to 6 people. 1 to 10 Teams
|
Objectives |
The objective of CROMAS is to find new ideas to:
|
Material Required (Physical version) |
Material:
Time:
|
Implementation - Overview |
The technique can be used following these steps:
|
Implementation - Guidelines |
1. The first step is to identify the problem to solve or the product, service or process to optimize. Write it down as a clear objective for the session in a way that every participant can read it and be sure that all them understand it perfectly.
|
Example of application: |
The CROMAS technique was used by an airline company who was searching for new actions to improve quality service and differentiate from competition.
|
Templates, Graphics for download |
CROMAS questions list |
Additional format/references |
https://www.designorate.com/a-guide-to-the-scamper-technique-for-creative-thinking/ https://www.interaction-design.org/literature/article/learn-how-to-use-the-best-ideation-methods-scamper https://www.youtube.com/watch?v=G8w0rJhztJ4&feature=emb_logo |
Idea star
Field of application |
#Problem Analysis
|
Resume / Brief description |
This game is based on the principle that an idea not only has one but many opposing ideas. This game is a great tool to see those possibilities we are overlooking.
Category: Ideation
|
Target group |
|
Group size |
This game can be played individually or as a team.
|
Objectives |
Find new creative ideas to be used to solve a problem or create a product or a service
|
Requirements |
Material:
Time:
|
Implementation - Overview |
This creativity technique uses an initial idea to generate new ones. Hence, the first step will be to select a starting idea and write it down on the format. Then the player or players will generate new ideas thinking in an idea opposed to the original that gets the results we are looking for too.
|
Implementation - Guidelines |
1. Define and write the problem to solve in a place where everybody can read it. For example: How can we increase our sales in the store?
|
Example of application: |
An oil transportation company was working in ways to improve its efficiency in the loading and unloading processes. After some sessions, the team was short of ideas so they decided to try some creativity techniques in order to increase the amount of ideas to work with. One of the creativity techniques used was Ideas Star.
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Templates, Graphics for download | Idea Star Format |
Idea duel
Field of application |
#Ideation
|
Resume / Brief description |
This is a fast and funny game that brings lots of creative ideas to solve a problem. Designed for two players, each one has 5 "creative cards" in her hands. In its turn she picks a card and puts it into the other player space to challenge her to ideate one more solution to the problem using the element on the card as inspiration. The limited time adds emotion and wakes even more the brains. At the end, a good deal of new and original ideas has been generated.
Category: Ideation
|
Target group |
|
Group size |
2 players
|
Objectives |
Generate new ideas to solve a problem or improve a situation while having a good time.
|
Requirements |
|
Implementation - Overview | It's a simple game that only has the following stages: - Problem definition - Duel - Ideas collection |
Implementation - Guidelines |
1. The first phase is to clarify the objective of the ideation. It can be a specific problem to solve or just an exploration of new ideas around a topic. It also could be a "serious" problem (For example: How to avoid old people to forget their medication) or a more informal challenge (For example: Ideas to have a creative birthday party).
|
Example of application |
In a marketing agency, the Ideas Duel is a game used frequently. In fact, the Ideas Duel format has been replaced by a more elaborated version printed on strong cardboard. Often, when a creative team is "blocked" they run to the table and play a couple of duels. Some variations to the game had been introduced by the creative people of this agency. For example, the play Team Duels, where two teams of 2 or 3 ideators face each other, or the Chess timer version, where each player has not 1 minute to solve each card but 15 minutes in total to get as many ideas as she can.
|
Templates, Graphics for download |
Ideal Duel format
|
Idea auction
Field of application | #Idea selection #Idea prioritization |
Resume / Brief description |
When the time for prioritizing ideas and selecting the best one to implement arrives, the innovator always faces difficult moments.
Category: Idea optimization
|
Target group |
|
Group size |
1 to 30 people
|
Objectives |
To prioritize ideas generated in a ideation session to facilitate the selection process.
|
Requirements |
Material:
Time:
|
Implementation - Overview |
The steps to use Idea auction are:
|
Implementation - Guidelines |
Use traditional voting, an impact/viability matrix or other standard method to pre-select the most powerful ideas. 3 to 8 finalist ideas would be a good number.
|
Example of application: |
The tool has been applied on many occasions by innovation leaders in a software company. As the company believes strongly that all the people involved in the development of new projects must be "fanatic" of the project they are working on, the search for more democratic tools took the leaders to this tool. Letting the group of developers to participate in the evaluation process make them more engaged with the selected project. The tool had been integrated with the SCRUM process.
|
Templates, Graphics for download |
N/A |
Additional format/references |
https://www.coursera.org/lecture/design-research/idea-selection-Zi5vR https://www.lead-innovation.com/english-blog/selection-of-ideas |
Ill-omen bird
Field of application |
#Idea improvement
|
Resume / Brief description |
The moment an innovation team picks the best idea, is not the final moment. It's just the beginning. The chosen idea seems to be excellent. Has a lot of benefits and advantages. But... has any hidden problem too? Maybe. But for an excited team, happy with the new and powerful idea, finding weaknesses and problems in it, is a very difficult job. But it is a job that has to be done. Category: Idea optimization
|
Target group |
|
Group size |
This game can be played by 3 to 5 teams of 1 to 6 people each.
|
Objectives |
The main objective of the game is to find possible weaknesses in the selected idea and find out possible solutions to them.
|
Requirements |
Material:
Time:
|
Implementation - Overview |
One of the team will take the Ill Omen Bird rol and will use one of its cards or images to represent a possible problem that the idea can face. The other teams will use their own images to ideate solutions to that problem. The Ill Omen Bird team will give the image used to show the problem to the team with the best idea. Then the next team takes the Ill Omen Bird roll and a new round is played. A participant must take note of both the problem detected and the solutions proposed.
|
Implementation - Guidelines | For face-to-face game 1. Prepare the necessary elements for the game. (see materials). The pile of images is placed on the table. 2: Each team draws five images out of the images pile. This group of images will be its initial hand. 3: One or two of the participants should play the role of observer and idea catcher. To do this, they must use the bird of evil format and a pencil. The note-takers can be part of a team or can be neutral. 4: One of the teams takes the role of the Ill Omen bird, and proposes aloud to the others a complication or problem, which can arise when executing the idea or when the solution being used by the final users. The team will use one of its images to represent such a weakness, problem or complication. 5: The other teams will have 2 to 4 minutes to watch their own images and think of a strategy to avoid or solve the problem inspired by one of them. 6: Next, in order beginning with the team left to the Ill Omen bird team, each of the teams shows their image and describes the solution out loud. The note-taker writes down every idea with all the details. 7: The Ill Omen bird team takes 2 minutes to select the best idea for its viability, effectiveness and levels of originality and gives the original image of the problem to that team as a win proof. 8: A point is awarded to the winning team. All teams discard the used image and take another from the central pile to have five again. 9: The Team left to the Ill Omen bird team takes that rol and a new round is played. The original Ill Omen bird team can now play as a solver. 10. The game finishes when each team has played the Ill Omen bird rol. For virtual game: Some adjustments can be done to play the game in a virtual environment. - A good idea is to set a page with all the images on it. - Define a space on the board (It can be a second page or a special space on the same page) as the playing space. Assign a private space to each team. - In this version, the team images will be known by all the other teams, so let each team copy 5 images and paste them on their own space on the board. - To show which image is using, each team can move it to the front of its space or mark it using the pen tool. - All the other rules remain the same. |
Example of application: |
The bird of ill omen is a game created by the Innovation Center and has been used in different settings. One of the most recent scenarios is the Innovation Catalysts Program 2020, created by MINTIC (Ministry of Information Technologies and Communications of Colombia). This is a training program that develops the skills and competencies of teams coming from different public institutions. They must work on a challenge of their entity for 3 months of training under the modality of experiential learning (learning by doing) while receiving the guide of expert mentors. At the end of the training process, each pair will be able to present a prototype of an innovative solution to the challenge of their entity. The virtual version of the Ill Omen bird game was used once each team selected the idea they want to prototypate. For doing this, a special session was scheduled for each team. Every team brought "invited" participants in order to have new visions around the possibilities and weaknesses of the idea. All the games were played with 4 teams. The detected problems and possible solutions were used to re-design the idea and build a new version of the solution. The most important result was that each team become aware of all the weakness that a innovation team can ignore on the idea they have selected.
|
Templates, Graphics for download | Ill Omen Bird Format |
Additional format/references |
https://toywiz.com/dixit-board-game/ |
Emostory
Field of application |
#Problem Analysis.
|
Resume / Brief description |
The Emostory tool provides a easy way to record, in a detailed way, the emotions involved when a user experiences a service or a product. This knowledge allows the innovators to design better services and products.
Category:
|
Target group |
|
Group size |
4 - 20 people
|
Objectives |
Deeply understand the feelings and thoughts of the users regarding a service or product. This knowledge can be used to design better solutions.
|
Requirements |
Material:
For each team:
Time:
|
Implementation - Overview |
This is a tool designed to help innovators create services or products prioritizing user needs and feelings. It reflects the fact that the one who really can rate the quality of something is the user.
|
Implementation - Guidelines |
The Emostory proccess is as follows:
|
Example of application: |
The health service of a university was working on "How to create the best health service for our students?"
|
Templates, Graphics for download | Emostory cards |
Additional format/references |
https://www.salesforce.com/uk/blog/2016/03/customer-journey-mapping-explained.html |
Name uses
Field of application | #Ideation |
Resume / Brief description |
It´s clearly convenient to activate the creative attitude of participants in an ideation session before they start to ideate. As they come with their own worries and their analytical approach, starting the creative labour inmediately it´s not recommended. Playing a short and funny game that demands some creativity is the best way to start an ideation session.
Category: Ideation
|
Target group |
|
Group size |
1 to any amount
|
Objectives |
To take participants to a creative attitude by activating their creativity in a gameful activity
|
Requirements |
Material:
Time:
|
Implementation - Overview |
|
Implementation - Guidelines |
Be sure that every participant has a way to write (pen and paper if the activity is in person).
|
Example of application: |
In a big program to promote entrepreneurship, several ideation sessions were conducted to find new products or services. To increase the efficacy of the sessions, a "brain warming" game was played before. "Name uses" was one of those games. To play the game, the facilitators asked a participant to take a random WakeUpBrain card without looking at it. One the time limit was announced, the element on the card was showed to the group and the ideation started.
|
Templates, Graphics for download |
N/A |
Additional format/references |
https://www.trytriggers.com/journal-posts/2017/10/20/the-importance-of-proper-warm-up-exercises-in-ideation-workshops |
IPM (idea prioritization matrix)
Field of application |
#Idea selection
|
Resume / Brief description |
When working in an innovation process, the selection of the best ideas is a stage as important as the generation one.
|
Target group |
|
Objectives | The main objective of IPM is to facilitate the process of selecting the best ideas to execute. |
Requirements |
Material:
Time:
|
Implementation - Overview |
The main steps are:
|
Implementation - Guidelines |
1. Pre-select the ideas to take to the matrix. This means to apply a tool to reduce the quantity of ideas to evaluate to between 6 and 15. This applies when an intense ideation phase has been conducted and we have a big amount of ideas (in some cases more than 100).
|
Example of application: |
During a program designed to help entrepreneurs to reinforce their business model, each company did an ideation work that produced a good amount of ideas. The IPM matriz was included in the delivered material to let the participants to classify and prioritize their ideas. The booklet provided a table to write down the pre-selected ideas including just the following information:
|
Templates, Graphics for download |
|
Additional format/references
|
https://belowthesurface.dk/toolbox/2020/4/10/idea-evaluation-matrix http://www.creativeeducationfoundation.org/facilitation_tool/evaluation-matrix/
|
Features combat
Field of application |
#Ideation
|
Resume / Brief description |
Features combat uses competition between teams to find new possibilities to innovate a product or a service. Each team focuses on radically changing a specific feature or characteristic of the product (or service) to make it the most impressive and powerful possible. Then we will have a clear vision on what feature has the most potential.
Category:
|
Target group |
|
Group size |
4 to 30 people
|
Objectives |
To find ways to re-invent products or services in order to build competitive differentiators
|
Requirements |
Material:
Time:
|
Implementation - Overview |
The Features combat includes the following steps:
|
Implementation - Guidelines |
1. The game starts by defining the product or the service to be re-designed. It can be an actual product or service or a new concept just in validation phase.
|
Example of application: |
A company that produces mattresses and pillows applied the Features combat tool to find possibilities to innovate in its mature and highly competitive market. The teams were formed to include at least one person from production, marketing and logistics areas. This helps the teams take into account all possible details and assure more viable solutions. Each team was completed with an internal or external designer who could draw the concepts proposed by the team.
|
Templates, Graphics for download | N/A |
Additional format/references |
https://welldoneby.com/blog/what-are-the-most-important-features-for-a-product/ http://strategictoolkits.com/strategic-concepts/product-feature-matrix/ https://core.ac.uk/download/pdf/11011782.pdf |
Problem inventor
Field of application |
#Problem Analysis.
|
Resume / Brief description |
Innovation usually searches for spaces to work on problematic situations. A badly working product, a source of customer insatisfaction, a growing problem, etc. But apparently perfect situations can be spaces for innovation too. As innovation is a way to "re-think" things, there is no need to be limited to those problematic scenarios.
Category: Problem reframing
|
Target group |
|
Group size |
2 to 20 people
|
Objectives |
To find innovation opportunities in apparently perfect situations.
|
Requirements |
Material:
Time:
|
Implementation - Overview |
The essence of this technique is to use the "Problem inventors handtool", a set of sentences designed to change perception about a situation. To to this, the steps are:
|
Implementation - Guidelines |
1. Define the subject of problem invention. Take a normal situation, a good product, a service with low amount of complaints, a process working well. This will be the starting point for this technique.
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Example of application: |
The Problem inventor tool was used as a teaching tool to show undergraduate students how to find opportunities to innovate. The teacher asked their group of students to come up with the thing they liked the most. They thought of video games, music concerts, tv series and others. Then the teacher divided the group into teams and gave them the Problem inventor handtool. Students had to find wrong elements on those things they liked so much.
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Templates, Graphics for download | The problem inventors handtool |
Problem breakdown
Field of application |
#Problem Analysis.
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Resume / Brief description |
Overload is one of the reasons behind some of the creativity blockages. That means that the amount of information a brain can manage is limited. When a person or a team is trying to solve a complex problem can lose perspective and motivation. In this case, a technique as Problem breakdown can be useful.
Category: Problem reframing
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Target group |
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Group size |
4 to 20 participants
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Objectives |
To better understand the problem to solve and explore solution paths.
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Requirements |
Material:
Time:
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Implementation - Overview |
The Problem Breakdown tool follows these steps:
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Implementation - Guidelines |
1. The first step is to explain the problem to the participants and be sure all agree with the definition
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Example of application: |
Social challenges are complex by nature. To much variables are involved, including those realted with communities and human relations. That is why social innovation can gain a lot when using tools to improve the problem understanding and help to explore solution routes.
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Templates, Graphics for download | Problem Breakdown format |
Additional format/references | https://forge.medium.com/the-500-year-old-piece-of-advice-that-will-change-your-life-1e580f115731 https://www.thwink.org/sustain/articles/000_AnalyticalApproach/index.htm |
I thought the problem was...
Field of application |
#Problem Analysis.
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Resume / Brief description |
This tool is designed to help innovation teams to refine the problem definition. This is important as very often the creative energy goes to try to solve problems that are, really, symptoms of a more deep situation.
Category:
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Target group |
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Group size |
4 to 30 people
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Objectives |
To find the "real problem" behind the problem we are trying to solve.
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Requirements |
Material:
Time:
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Implementation - Overview |
The process has to main parts:
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Implementation - Guidelines | This tool requires a good deal of preparation as each "Knowledge shower" can require investigation, data collection, experts searching, documents preparation, etc. The main objective of the preparation phase is to ensure that the participants will receive high quality varied knowledge. For organizing each "Knowledge shower" you must take into account: - Have a variety of knowledge. For example one shower can talk about the financial part of the problem and the other can present the user point of view. - Set the presentation of the knowledge in a "compact" version. This will give you the possibility to deliver not just one. - Think in variety when deciding the format for each "Knowledge shower". Maybe one can be a segment of a movie, other can be bringing a real customer to the session, other can be a presentation of numbers and facts, other can be an interactive experience with the product, etc. - Be sure that the knowledge presented has the potential to challenge the beliefs of the team. Be provocative. Once the session starts, give several formats "I thought the problem was..." to each participant. Then instruct them to use the first section to write down their personal definition of the problem. This will be the starter point for them. Once everyone has written down their own definition of the problem, the first "Knowledge shower" comes. A "Knowledge shower" is an experience that gives participants the possibility to learn new things about the problem. A "Knowledge shower" can be: - A presentation from an expert - A presentation of relevant data - The possibility to talk with an actual client or user - A presentation of similar cases from other organizations While the participants receive its knowledge shower, must think if this information adds something new that changes its own interpretation of the problem. Once the "Knowledge shower" ends, each participant MUST write down a new interpretation of the problem in its format. This new interpretation is put in the "...but maybe the real problem is:" A good number of "Knowledge showers" can be between 3 and 6. Once all the "Knowledge showers" are finished, the participants are divided into teams and invited to share its interpretations of the problem. If possible, a common statement must be written down by the team. Finally, all teams present their conclusions and their versions of the problem. This exercise helps the innovation teams to avoid fast judgement and waste energy and resources solving the wrong problem. |
Example of application: |
Some examples of application of this game:
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Templates, Graphics for download |
Format I thought that the problem was |
Additional format/references |
https://hbr.org/2012/09/are-you-solving-the-right-problem https://www.entrepreneur.com/article/237668 |
Mysterious Drawings
Field of application |
#Problem Analysis.
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Resume / Brief description |
In this marvelous exercise, participants use its poor drawing skills (it is forbidden to draw well) to stimulate new ideas in others. The game starts with all participants drawing a couple of creative solutions to the proposed problem. Then, these masterpieces are distributed around the room to let other participants try to guess the solution and add new elements. The result is a variety of interpretations that give birth to unexpected ideas.
Category:
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Target group |
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Group size |
2 to 25 people
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Objectives |
To help an innovation team to generate new and original ideas to solve a specific situation.
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Requirements |
Material:
Digital version
Time:
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Implementation - Overview |
The technique starts by asking participants to make a drawing depicting an original solution to the problem. But the fun comes later, when, organized into couples, they try to interpret those precarious drawings.
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Implementation - Guidelines |
The first stage demands to be sure that all participants understand correctly the problem to solve.
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Example of application: |
In a bank, a group of executives were asked to draw ideas for new products. Each drawing was then put into an envelope and rotated among participants who had to take it out and try to interpret the drawing to guess the original idea. Each interpretation was written down in a paper card and introduced in the envelope with the original drawing.
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Templates, Graphics for download |
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Additional format/references |
https://drexel.edu/goodwin/professional-studies-blog/overview/2017/June/Doodling/ https://files.eric.ed.gov/fulltext/EJ811068.pdf https://edition.cnn.com/2013/10/03/business/doodlilng-in-a-meeting-drawing/ |
What if
Field of application |
#Ideation
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Resume / Brief description |
In this technique, the participants use the power of imagination to find opportunities to innovate. Motivating people to create questions based on "What if...?", will let the team to open new possibilities to re-invent products, services, experiences, processes, etc.
Category:
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Target group |
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Group size |
2 to 20 people organized on teams of 1 to 5 people
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Objectives |
To generate as many creative ideas as possible regarding a specific situation or problem
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Requirements |
Material:
Time:
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Implementation - Overview |
The steps are:
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Implementation - Guidelines |
1. Setting the objectives. To start the activity, explain the participants the objective of the session. It can be to find ways to solve a specific problem or simply to explore possibilities to make your business model stronger.
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Example of application: |
Innovative companies are full of stories about how great ideas are born. One of those stories takes place in Uber. The What if? technique was used to generate ideas of possible improvements to the service the company was providing to its users. Some of the What Ifs proposed were:
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Templates, Graphics for download |
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Additional format/references |
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Microscope
Field of application |
#Ideation
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Resume / Brief description |
Microscope is part of the 6xi set of WakeUpBrain creativity techniques. It takes the focus of the innovation team to one small part or component of the situation to create new concepts. It's a good technique to find ways to differentiate a product or service with original and surprising changes.
Category: Idea optimization
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Target group |
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Group size |
Teams from 1 to 8 participants. 1 to 5 teams can play simultaneously
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Objectives |
To find ways to improve a traditional concept or an idea
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Requirements |
Material:
Digital version:
Time:
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Implementation - Overview |
Sometimes a business owner or product or service designer needs to re-invent her product or service. Even if the actual concept is working well there is always space to make it more surprising and create differentiators for the possible clients to notice and buy it. This logic also applies to the entrepreneurs looking for a concept to be used in a new business. These entrepreneurs can start by taking an actual solution present in the market and re-inventing it. But how to do this?
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Implementation - Guidelines |
1. Preparation. Print one or several images of the actual product or service. When printing a service you can print the place where the service is delivered or print the moment the user is receiving it.
Ask each team to describe in detail all the new versions they have imagined of that element. To include drawing on each description is always a good idea.
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Example of application: |
A school was trying to find ways to improve the learning experience of its students. One of the teachers offered to facilitate an ideation session and used the Microscope as the main tool to work with. A group of teachers and parents were taking part in the session. The facilitator divided them into 4 teams of 6 people each.
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Brain writing - method 635
Field of application |
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Resume / Brief description
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The tool Brain writing is another important creativity tool. It aims to develop new ideas or to combine existing solutions in a collaborative way.
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Target group
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Entrepreneurs |
Objectives |
Develop new ideas, combine existing solutions to a problem |
Requirements |
Six blank 6-3-5 worksheets |
Implementation - Overview |
Each person in a circular group writes down one idea, and then passes their piece of paper to the next person in a clockwise direction, who adds some thoughts. This is repeated until everybody gets their original piece of paper back. |
Implementation - Guidelines |
Principle: 6 participants write 3 ideas and these will be 5 times further developed Each person in a circular group writes down his ideas in a complete and concise sentence (6-10 words). When everybody has finished writing their ideas, they passes their piece of paper to the next person in a clockwise direction, who adds some thoughts after reading the ideas of his neighbour. This is repeated until everybody gets their original piece of paper back. At the end of the process, there will be a total of 108 ideas on the 6 worksheets, ready to be assessed.
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Example of application: | One application could be for instance the development of new brand names for services or products. It is a good tool to generate plenty ideas in a short time. |
Templates, Graphics for download |
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Additional format/references |
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Creative night
Resume / Brief description
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The event is a moderated creativity session that will let students work on the challenges of companies. Based on prepared questions from the companies, the students will be trained to apply creativity techniques. The companies will receive ideas from students in a structured and documented way.
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Target group
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The target group are entrepreneurs and business managers who are searching for new ideas for some challenges as well as universities and their students who are interested in thinking out of the box.
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Objectives |
Link companies and universities, especially faculties of management or commerce, but multidisciplinary teams from all faculties are also potential candidates. Provide companies with new ideas from outside in a short event. Train students to structure creativity.
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Requirements |
For a smooth conduction of the workshop, the following material is required: Large sheets of paper or roll of paper to document the process. Pin board for each team or a wall with tape to hang the papers. Moderation cards with pens. Sheet of paper that explains the different creativity methods.
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Implementation - Overview |
This tool can be implemented in five phases; each of them consists of several steps.
PHASE 1: PREPARATION WITH COMPANIES In preparation meetings before the event with the selected companies, their challenges have to be defined and clear questions to guide the students have to be articulated.
PHASE 2: INTRODUCTION The event begins with an introduction about creativity and an introduction of the participating companies.
PHASE 3: FIRST ROUND – LATERAL THINKING After the companies present their questions/problems, the moderator introduces techniques of lateral thinking. Students are grouped in working teams. Each team exercises one method on one of the presented challenges. The representative of the company explains the challenge again in more detail for the individual groups. Students ask questions until everybody understands the questions/problems presented by the company. The students apply the selected creativity technique for lateral thinking. Each group presents their results to the plenum. The representative of the company comments on the results.
PHASE 4: SECOND ROUND – VERTICAL THINKING Here the moderator presents techniques of vertical thinking. Students are grouped once again in working teams. Each team exercises one method on one presented challenge. The representative of the company explains the challenge again in more detail for the groups. Students ask questions until everybody understands the questions/problems presented by the company. The students apply the creativity technique for vertical thinking. Each group presents their results to the plenum. The representative of the company comments on the results.
PHASE 5: THIRD ROUND – PARALLEL THINKING Finally, the moderator presents techniques of parallel thinking. Students are grouped once again in working teams. Each team exercises one method on one of the presented challenge. The representative of the company explains the challenge again in more detail for the groups. Students ask questions until everybody understands the questions/problems presented by the company. The students apply the creativity technique for parallel thinking. Each group presents their results to the plenum. The representative of the company comments on the results.
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Implementation - Guidelines |
PHASE 1: PREPARATION WITH THE COMPANIES
STEP 1.1: Question Preparation In the first phase companies willing to participate in the creative night have to be identified. These should be companies that are looking for new ideas or to overcome some challenges in existing products. In meetings with these companies some challenges have to be selected and clear questions have to be formulated. Each company should formulate three questions. A question for each round of the workshop: one for lateral thinking, one for vertical thinking, and one for parallel thinking. The trainer should support the companies in defining the right questions for these three categories.
STEP 1.2: Student Selection The university has to select some students for participation. It is of advantage for the event if one can find students with different backgrounds. A venue has to be found where separated group work in a pleasant atmosphere is possible. Tip: Let the students sign an agreement of confidentiality. These may be important for the companies to talk more about their challenges.
PHASE 2: INTRODUCTION After an introduction into creative thinking by the trainer the companies have to be presented briefly.
STEP 2.1: Introduction to Creative Thinking Creativity is one of the most valuable resources to explore new areas of knowledge. Creativity, in its simplest definition, can be understood as ability to create, that is, to produce something out of nothing. Creativity comes from the Latin word creare, which means to generate something new, invent something, produce something, but is also associated with the concept of choice. In order to develop ways of thinking that stimulate idea generation (this is creativity itself) Edward De Bono developed the concept of lateral thinking (De Bono, 1970). This way of thinking seeks to generate alternative thinking directions, in opposition to vertical thinking, which seeks to develop ideas in a thinking direction that is already defined. While vertical thinking is analytical, lateral thinking is provocative in suggesting these new thinking directions. Nevertheless, according to De Bono (1970), these two forms of thought are not antagonistic. In this sense, lateral thinking may be useful to find ideas or directions for problem solving and vertical thinking may be useful to develop them. For stimulating creativity, we need: A Question or Problem to Solve The starting point for being creative is necessarily a question or a problem to solve. This is the beginning of the process of creative thinking and thinking outside the box, for which it is essential to first define what the box is. Therefore, at the start of every creative problem-solving process stands the definition of the problem to solve. Here it is important to concentrate on the task to get the right focus on the problem or question or to divide them into suitable partitions. A creative process based on general or meta questions is difficult to handle and in the end the results are often not satisfactory as they are too general. A Team Experiences and research show that a group is much more effective and productive in creativity than a single individual. The myth of the lonesome inventor who independently finds the solution in their enclosed room is widely disproven in reality as well as by literature. Furthermore, the team should be as diverse as possible in terms of age, culture, discipline, background, department etc. The goal should be to involve different perspectives, backgrounds, and experiences into the creative process. A Suitable Environment Based on the fact that thinking and creativity are highly related to emotions and feelings as well as chemical and hormone functions within our brain and body, a positive and motivating environment influences our way of thinking. As the Walt Disney Method demonstrates, putting oneself in a different perspective can be supported by changing the room or place. Time The majority of the methods for creative thinking are time consuming, which can be costly for the companies. However, creative problem-solving processes are strategically addressing the future and thus are substantially important. Therefore they need adequate time resources. Freedom of Thinking To enable the creativity process it is necessary to think absolutely freely. Every idea is welcome. It might be that one idea is better for the explicit problem than another one, but in the end for lots of creative processes the ideas which were produced below the line led to successful innovations. Therefore: no hierarchies, no prejudice, no taboos…. Craziness is allowed! For freedom of thinking it sometimes might be a good idea if the management is not involved in the idea development process due to possible ambiguous hierarchy behaviour of the team, which could hinder the process or make it uncomfortable. Structuring the Process To make the idea creation process manageable, it is helpful to structure the process into four steps and to allocate the different resources and methods to each single step.
Step A: Defining the problem As mentioned above, it is first necessary to define the problem to be solved and the questions to be asked
Step B: Idea generation This step is related to the task of generating as many quality ideas as possible in a compact time frame. This step mainly uses methods and techniques that are addressing intuitive and unconscious ways of thinking. Following Edward de Bono this way of thinking could be defined as “lateral thinking”.
Step C: Idea selection Following the step of idea generation, we now have to select those ideas that seem to be most suitable for solving the problem. The ideas should be selected and weighted; we have to prioritise them to build the base for the strategic decision at the end which one of them should be implemented or commercialised. Here more discursive and conscious methods and techniques are helpful to structure the group discussions. Those are more related to linear and structural thinking.
Step D: Idea commercialisation In the last step one has to decide which ideas are to be implemented. Here it is necessary to change the perspective and to involve different people. Idea generation and idea commercialisation are two different tasks and few people have equal capabilities in both. After the idea generation and selection process most of the participants love their ideas and stick to them. Hence they are not able to change into a market perspective and to adjust or transform the idea into a product or a solution which the company can implement or commercialise. Because of that reason most companies separate these sections. Let the people do the things they are able to do well.
STEP 2.2: Introduction of the Companies The company representatives give a very short introduction to their company and field of business. These presentations should include an outline on the challenges they face at the time.
PHASE 3: FIRST ROUND: LATERAL THINKING
STEP 3.1: Introduction to Intuitive Methods The trainer introduces four intuitive methods to the plenum of the students and company representatives. ABC Technique This is a quick and very easy creative technique that is also very suitable for individual idea development. How it works: Develop the question, problem, or topic for the session and write it in the middle of the board. Make sure that everybody understands the question for the session. Write the letters A, B, C, etc. to Z down the side of the paper or the board. Try now to find answers to the question starting with each letter of the alphabet. In the end you should quickly have 26 possible answers (one answer for each letter of the Latin alphabet). Analogies (Synectics) The use of analogies consists of taking the problem that needs to be solved to other knowledge areas or simply to other scenarios. This stimulates the flexibility of the already established thinking structures, facilitating linkages to generate new ideas. The essential part of this method is the selection of the analogy. It is possible that a group cannot find a suitable analogy or that the found analogy does not lead to the generation of good ideas. One should also take into account the knowledge of the selected area. Although the overall exercise simply attempts to make the mind more flexible, a greater knowledge can lead to new associations and understandings. A good analogy may be made with nature, therefore it is recommended to have at least one participant who is an expert on the selected area, in this case, a biologist. An example could be network intelligence: one of the problems with the proliferation of communication networks is to find the best way to communicate. In order to develop ideas for a more efficient communication, we used the analogy with intelligent swarms within nature. Analysing the topic, it is found that ants leave a pheromone at the places where they walk along so that other ants can find a more efficient path to go somewhere, for example, where their food is. From this, one can also think about leaving a mark on information packages for instance, in emails that could be read by other users and thus, make its transmission and storage more efficient. How it works: Define the problem. Search for an analogy. Analyse the selected analogy. Search for analogy elements that are linked to the problem Generate ideas based on the analogies Evaluate and develop ideas. Headstand This method is based on the principle that sometimes it is better to answer the question one doesn’t want to be answered than that the question what one wants answered. Therefore, reversing the questions and putting them upside down gives one the possibility to change the perspective. How it works: Develop the question, problem, or topic for the session and write it in the middle of the board. Make sure that everybody understands the question for the session. Turn the question upside down. Don’t ask what the company can do for the customers; ask what the customer can do for the company. After answering the reversed questions put them on the ground again and one will have possibilities to solve the problem. Mind Mapping The method was developed by Tony Buyan, a British mental trainer and author of well-known books about creativity. The mind maps are also called spider diagram or conceptual maps and they are built through tree diagrams. How it works: A large sheet of paper, a wide pin board, or a computer with mind-mapping software is needed. Develop the question, problem, or topic for the session and write it in the middle of the board. Make sure that everybody understands the question for the session. For each major subtopic a new branch of the tree has to be started and labelled. For each sub-subtopic a subordinated branch has to be started and labelled. Continue in this way. At the end, a structured picture about the question and the possible answers related directly to the question in the centre is presented.
STEP 3.2: Group Work Students are grouped into four working teams. Each team will work with one method on one question of a company. The company representative explains the question the company has on one challenge where they need more new ideas. For example: currently, for product x only a prototype exist. What extra features could be interesting? Before starting: Make sure that everybody understands the question. Make sure that everybody understands the method. STEP 3.3: Evaluation Each group presents their results to the plenum. The representative of the company comments on their results. Factors for evaluation are newness to the company and usefulness. Don’t forget to document the results with photos and send it to the company.
PHASE 4: SECOND ROUND:
VERTICAL THINKING STEP 4.1: Introduction to Discursive Methods Three discursive methods are introduced to the plenum. Morphological Analysis The method was first developed by Fritz Zwickly, a Swiss astrophysicist and aerospace scientist at the California Institute of Technology in the 1940s and 50s. The method is built for the systematic structuring of multidimensional problems and the investigation of complex relationship constructs. The method is based on an attribute list and uses a matrix for visualisation. The morphological analysis consists of the collection and systematic analysis of parameters and their possible values or characteristics, from which possible solutions or ideas are developed. The selection of the parameters and the definition of the possible values or characteristics of each parameter can be made in groups. In the example of the table above there is a description of parameters of a lamp and possible characteristics that each of these parameters could have. For example, as light source, it is possible the use of a candle, a bulb, halogen lighting or a fluorescent tube. The points connected with lines identify one selection within the possible characteristics of each parameter. How it works: Definition of the problem. Definition of the parameters of the object or problem to be solved. Definition of possible values or characteristics of each parameter. Preparation of the parameter matrix and its values or characteristics. Selection of the characteristics of each parameter and development of the concept or solution to the problem. Evaluation of the idea or solution. Force Field Analysis This method was first developed by Kurt Lewin (1890-1947), a German-born pioneer of social psychology and founder of the theory of group dynamics. The method visualises the different factors and topics involved in the problem and structures them into hindering or helping factors. How it works: First a pin board or a large paper with moderation material is needed. Develop the question, problem, or topic for the session and write it in the middle of the board. Make sure that everybody understands the question for the session. The group now has to identify factors that help or hinder in solving the problem. Draw a line in the middle of the paper or board. Draw the helping forces as upward arrows over the line and the hindering factors as downward arrows under the line. The size and thickness of the arrow should symbolise the power of the factor. Then the group develops ways to strengthen or add positive forces, to weaken or remove negative forces, or recognises the negative forces that are too strong to solve the problem. Fishbone Diagram This method was originally developed during the 1940s by Kaoru Ishikawa, a Japanese scientist who developed a couple of tools for quality management. The diagram shows the causes and effects of a certain event or problem. How it works: First a pin board or a large paper with moderation material is needed. Develop the question, problem, or topic for the session and write it in the middle of the board. Make sure that everybody understands the question for the session. Draw a long arrow in the middle and label with topic or question. This is the backbone of the fish. For every major cause the group can think of, draw a line (one bone) at 45 degrees to the backbone and label it. For every subcause there will be a small arrow or bone in direction of the major cause the subcause is related to. Through group discussion one can identify the key cause as starting point for developing a solution. Below you can find an example of a fish diagram for missed deadlines. STEP 4.2: Group Work Students are grouped into three working teams. Each team will work with one method on one question of a company. The company representative explains the question the company has about a challenge, where they have to decide about an innovation. For example: Product x is targeting a female market segment. Which arguments could be used, that males support them buying it? Before starting: Make sure that everybody understands the question. Make sure that everybody understands the method. STEP 4.3: Evaluation Each group presents their results to the plenum. The representative of the company comments on the results. Factors for evaluation are newness to the company and usefulness. Don’t forget to document the results with photos and send it to the company.
PHASE 5: THIRD ROUND – PARALLEL THINKING STEP 5.1: Introduction to Combination Methods Two combination methods are introduced in the plenum. Walt Disney Method The method was developed by Robert Dilts, a pioneer of Neuro-Linguistic Programming (NLP), and goes back to Walt Disney and his process of “Imagineering” within the Walt Disney Company. The method separates participants into three different roles: the “dreamer”, the “realist”, and the “critic”. The Dreamer: this role is producing the visionary big picture. Everything is allowed even thinking the unthinkable. There are no boundaries and limits. The Realist: in this role everything is organised and structured. Think constructively and devise plans and ways to reach the vision. Cut the vision down to suitable and realistic aims and terms. The Critic: this is the role that critically discusses the plan and the solutions of the realist. Here the role should look behind the scenes. What could go wrong, what is missing? What are the consequences, the cost of the solution? What kind of resources are needed and could they be provided and so on. The method can be used with each individual playing one role. Alternatively the whole group can jump from one role to another. It is even possible to change the room and seats. In the Walt Disney Company there were huge studios for the visionary people with room and space to be creative. For the realistic people there were well-structured and organised offices, and for the critical ones there were tiny and small offices. Six Thinking Hats of Edward de Bono The method was developed in the early 1980s by Edward the Bono, a British medical scientist and author of well-known books about creativity. He is the inventor of the theories and methods for lateral thinking. This method involves the systematic analysis of a problem or situation from different points of view. Each view is represented by a “hat”, which is characterised in a specific way. White hat: Focused on data, facts, and information about the problem. What information is available? What data, facts, or information are missing? What data must be obtained and by who? Red hat: with this hat, one can express any feeling or intuition about the problem. The perception and the feelings should be expressed without being criticised by other members of the team. How do you feel? How do you feel about the problem? What sensation comes to your mind? Black hat: This role indicates the errors and gives a critical look at the solution of a problem or the implementation of an idea. One must be careful with it. Is the possible solution profitable? Is there any law or regulation violated? What are the risks? Yellow hat: It is optimistic. When wearing the yellow hat, it is necessary to focus on consciously identifying the benefits of a project or an idea. What are the advantages? What does everyone get? What advantages can it bring to other people? Green hat: It concentrates on creative thinking. In this space, new ideas can be generated by complementing the already existing ones. What are the alternatives? Where do you think you can have fallen into paradigms? How can the process be accelerated? Blue hat: This hat emphasises the control of methods and processes. The issues that must be reflected on and the steps to be followed are determined here. What aspects still need to be considered? What is not clear yet? What should be discussed? STEP 5.2: Group Work Students are grouped into two working teams. Each team will work with one method on one question of a company. The company representative explains the question the company has about a challenge, where they have to decide about an innovation. For example: Should this product x be introduced into the market soon? Before starting: Make sure that everybody understands the question. Make sure that everybody understands the method.
STEP 5.3: Evaluation Each group presents their results to the plenum. The representative of the company comments on the results. Factors for the evaluation are the newness to the company and usefulness. Don’t forget to document the results with photos and send it to the company.
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Example of application: | |
Templates, Graphics for download |
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Additional format/references |
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Screwdriver
Field of application |
#Problem Analysis
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Resume / Brief description
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This game will allow participants to find a way to design original solutions to a problem or to improve existing ones.
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Target group
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Group size |
4 - 20 people |
Objectives |
This game will help a team or an individual working on a problem avoid mental fixation and explore new ways of thinking. |
Requirements |
Material:
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Implementation - Overview |
This technique goes on three phases:
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Implementation - Guidelines |
The activity is divided into 3 phases:
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Example of application: |
As an exercise to improve the quality of urban transportation in a city, the paricipants of a comitee, where asked to give ideas of how the city could improve its transportation system. A group of 12 participants was divided into three small teams of 4 participants each.
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Templates, Graphics for download |
Screwdriver Format (attachement)
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Additional format/references |
How to use Jamboard
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Five why
Field of application |
Problem Analysis Idea improvement
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Resume
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One of the most frequent errors the innovation teams can make during the ideation process is going directly to the search for solutions instead of spending the required time to understand the problem in a very deep way. This tendency decreases the quality of outcomes as one of the basis for generating high potential ideas is having a real understanding of the problem. Sometimes the teams spend too much energy searching for solutions to something that is just a symptom or consequence of the real problem.
Category: Problem reframing
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Target group
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Group size |
1 to any number of people |
Objectives |
The objective is to deep into the understanding of the problem to solve in order to identify the real cause or the root of it. |
Requirements |
Material:
Time:
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Implementation - Overview |
One you have the problem you are trying to solve, ask yourself if maybe there is a deep cause for it. This is why you use the "Why?" question. One you have one or more answers (causes), you can apply the "Why?" question to those answers too. That way you build a cause chain that can take you to the real problem you have to solve to get the initial problem solved too. This kind of tool is very useful especially solving problems of medium or low complexity, because this kind of problems can have causes that a group can identify during a session. Complex problems usually require a more demanding process of research. |
Implementation - Guidelines |
This technique is better used when all the persons in the group have a good understanding of the problem and the circumstances around it. Be sure to have people knowing all the aspects involved. For example, you can invite some persons who know about the technical aspects of the problem and some persons knowing about the financial, human related, and legal aspects too.
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Example of application |
In a manufacturing plant a team was trying to solve the problem of continuous malfunctioning of a machine. The team used the 5 Why tool to identify the true underlying problem behind. The plant supervisor wrote the problem on a blackboard and drew a line below to write down its cause. Then repeated the process until the group found the real problem. The causes chain was:
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Templates, Graphics for download |
N/A
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Additional references |
https://buffer.com/resources/5-whys-process/ https://en.wikipedia.org/wiki/Five_whys
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USE FORMAT
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Resume / Brief description | |
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Requirements |
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Implementation - Overview |
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Implementation - Guidelines |
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Example of application: |
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Templates, Graphics for download | |
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