Idea Generation & Brainstorming
Structured methods for creative ideation.
Most brainstorming sessions produce mediocre ideas because they rely on unstructured free association. This course teaches structured ideation techniques, from SCAMPER to cross-domain analogy, and how to facilitate sessions that reliably converge on strong concepts rather than groupthink.
LEARNING OUTCOMES
- 01 Explain why unstructured brainstorming underperforms structured ideation
- 02 Apply divergent ideation techniques including SCAMPER
- 03 Use analogical and cross-domain techniques to escape obvious solutions
- 04 Compare individual and group ideation and know when to use each
- 05 Converge a large idea set down to a small, defensible shortlist
- 06 Facilitate an ideation session that avoids groupthink
Brainstorming was popularised by advertising executive Alex Osborn in the 1940s and 1950s, who proposed that groups should defer judgement and aim for quantity. Later research has been less kind to the group version. Studies by Diehl and Stroebe in 1987 and a meta analysis by Mullen, Johnson and Salas in 1991 found that individuals working alone often produce more ideas than the same number of people brainstorming together.
Several effects explain this. Production blocking means only one person can speak at a time, so others wait and forget ideas. Evaluation apprehension makes people censor what they say. Social loafing means individuals expend less effort in a group. Anchoring means the first ideas shape everything after.
This does not mean group ideation is useless. Groups are good for building on and combining ideas, for shared understanding and for buy in. The failure is in the usual format: a room, a whiteboard and a request to shout ideas.
A better design is to mix individual and group work. Let people generate alone first, then share, combine and build together. We cover that in a later module.
- Group brainstorming often yields fewer ideas than individuals alone
- Blocking, evaluation apprehension, loafing and anchoring explain it
- Groups remain valuable for building, combining and buy in
- Mix individual generation with group building
- 01 Brick test 20 min
List uses for a brick for three minutes alone, then compare with a small group's list in three minutes.
- 02 Spot the effect 30 min
Observe a meeting and note examples of blocking, anchoring or evaluation apprehension.
Session Diagnosis
AnalysisDescribe a brainstorming session you have taken part in and diagnose where the four effects appeared. Propose three changes to the format.
- book Applied Imagination
- article Productivity Loss in Brainstorming Groups
Divergent techniques deliberately widen the option space. Rather than waiting for inspiration, they create conditions in which unusual connections are likely. The common feature is that they supply something to push against: a constraint, a prompt, a role or a reversal.
Constraints help more than they hurt. Limiting materials, time, budget or form often leads to more inventive solutions than an open brief. Ask what you would do with only two colours, only one hour or only paper.
Other techniques include forced associations with a random word or image, role play such as thinking as a child or a competitor, worst idea inversion, and crazy eights, where you sketch eight ideas in eight minutes by folding a sheet into eight panels.
Record everything and keep it visible. Do not discard ideas during the session. The aim is to make a large and varied pool, from which patterns and promising seeds can be drawn later.
- Techniques supply something to push against
- Constraints often increase inventiveness
- Forced associations, role play and inversion widen the field
- Capture everything before judging
- 01 Crazy eights 15 min
Fold a sheet into eight panels and sketch eight ideas in eight minutes for a simple prompt.
- 02 Constraint round 15 min
Repeat the same prompt with a strict constraint and compare variety.
Technique Comparison
PracticeApply three divergent techniques to one design prompt and compare the quantity, variety and quality of the ideas each produced.
- book Gamestorming
- book Lateral Thinking
SCAMPER is a checklist of seven prompts for varying an existing idea or product. The letters stand for Substitute, Combine, Adapt, Modify, Put to another use, Eliminate and Reverse. The checklist builds on questions proposed by Alex Osborn and was arranged into the SCAMPER acronym by Bob Eberle in the early 1970s.
Each prompt is a question. Substitute: what could be replaced, such as a material, a person or a step. Combine: what could be merged with it. Adapt: what else is like this, and what could be borrowed. Modify: what could be magnified, minimised or changed in shape. Put to another use: who else could use it, or for what. Eliminate: what could be removed. Reverse: what if the order, roles or direction were flipped.
Apply it to something concrete. Take a water bottle and run each prompt in turn, writing at least two answers for each. You will find that the checklist forces coverage and prevents stopping at the first obvious idea. Many answers will be poor, but a few will open new directions.
SCAMPER suits improvement of existing things more than invention from nothing. Pair it with other methods such as analogy when a project needs a new concept rather than an iteration.
- SCAMPER: Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse
- It builds on Osborn's questions and was named by Bob Eberle
- Run every prompt and write at least two answers each
- It suits improving an existing thing more than inventing from scratch
- 01 Bottle run 30 min
Apply all seven SCAMPER prompts to a water bottle and write two answers for each.
- 02 Pick the surprise 25 min
From your answers, choose the three most surprising and sketch each.
SCAMPER Redesign
IdeationChoose an everyday product. Run the full SCAMPER checklist, then develop the most promising result into a short concept description with a sketch.
- book SCAMPER: Games for Imagination Development
- book Applied Imagination
Analogical thinking borrows structure from one domain to solve a problem in another. A shape from nature, a process from a hospital, a rule from a game or a technique from another century can supply a pattern you would not find by looking only at your own field.
Famous cases show the idea. The hook and loop fastener was inspired by the burrs that stuck to a dog's coat, and the front of some trains was reshaped after the beak of the kingfisher to reduce noise. These are examples of biomimicry, though the stories vary in detail so treat popular tellings with care.
To use analogy deliberately, abstract the problem first. Instead of asking how to make a better queue, ask how things move through a constrained space in an orderly way. Then look for other domains that solve that abstract problem, such as water in pipes or traffic on roads.
Then translate back. What in the analogy does the equivalent job in your context. Not every transfer works, so test the useful parts and discard the rest.
- Analogy borrows structure from another domain
- Abstract the problem to find useful analogies
- Translate back and test which parts transfer
- Treat popular origin stories with some caution
- 01 Abstract it 25 min
Take three design problems and rewrite each as an abstract function, for example move, filter or connect.
- 02 Nature search 30 min
For one abstracted problem, find three solutions in nature or other fields.
Analogy Brief
IdeationChoose a problem. Abstract it, find three analogies from distant domains and translate one into a concept for your context.
- book Biomimicry: Innovation Inspired by Nature
- book Creative Confidence
Research suggests that individuals working alone generate more and more varied ideas, while groups are better at developing, combining and evaluating ideas and at creating shared ownership. The best design uses both in sequence.
A common format is brainwriting. Everyone writes ideas silently for several minutes, passes sheets to build on each other's ideas and only then discusses. This removes blocking and evaluation apprehension, and gives quieter people an equal voice.
Another is the diverge alone, converge together pattern. Spend a fixed time on individual idea generation. Then share all ideas without comment, cluster as a group, and select together. This pairs the variety of individual work with the social benefits of group decision making.
Keep sessions short and well bounded. Fatigue reduces quality, and a long session tends to drift. Set the question clearly at the start, so that the group knows what they are generating for.
- Individuals generate more and more varied ideas
- Groups are better for building, combining and ownership
- Brainwriting removes blocking and apprehension
- Diverge alone, converge together
- 01 Brainwriting round 30 min
Run a six minute brainwriting round on a simple prompt with three colleagues.
- 02 Compare formats 20 min
Compare the idea counts from brainwriting and open discussion on the same prompt.
Session Design
PlanningDesign a ninety minute ideation session for a real problem using both individual and group phases. Include timings, instructions and outputs.
- article Idea Generation in Groups
- book Sprint
Convergence is a separate skill from divergence. It needs its own methods and its own mindset. The aim is to reduce a large pool to a small set worth developing, without losing the interesting oddities too soon.
Start with clustering. Group similar ideas to see the underlying themes and to remove duplicates. Name each cluster by what it does. Then apply criteria. Typical criteria include desirability for users, feasibility to build and viability for the organisation, along with fit to the problem statement.
Dot voting is a quick way to show preferences, but it favours familiar ideas. Combine it with a structured comparison, such as a matrix of ideas against criteria, and with a deliberate wild card pick to keep some risky direction alive.
Finish by writing why the chosen ideas were selected and what was set aside. This record helps if direction changes later, and it makes the reasoning visible to people who were not in the room.
- Convergence is its own skill with its own methods
- Cluster first, then apply explicit criteria
- Dot voting favours the familiar; add a matrix and a wild card
- Record why ideas were chosen and set aside
- 01 Cluster fifty 30 min
Take fifty idea notes and cluster them into named themes.
- 02 Matrix 25 min
Score your top ten ideas against three criteria and compare with a simple vote.
Selection Record
Decision RecordFrom your idea portfolio, converge to three ideas using clustering and a criteria matrix. Write a short record explaining the choices and one wild card.
- book Sprint
- website
A facilitator protects the process. They set a clear question, explain the rules, keep time, manage dominant voices and keep divergence and convergence separate. They do not need to be the most senior person, and often it helps if they are not.
Preparation matters more than performance. Write a one sentence challenge, prepare prompts and materials, decide the sequence of activities and set realistic time boxes. Share the question in advance so people arrive with thoughts.
During the session, watch the energy and the participation. Use silent writing to give everyone a voice and rotate who presents. Reframe when the group gets stuck, for example by adding a constraint or switching technique, and call a break when attention falls.
Close properly. Summarise what was generated, confirm the next steps and owners, and share outputs promptly. A session without follow up trains people to expect that ideation is for show.
- A facilitator protects the process and need not be the senior person
- Preparation matters more than performance
- Use silent writing and rotation to include everyone
- Close with next steps and owners
- 01 Write the challenge 15 min
Write a one sentence challenge for a session and test it with a colleague.
- 02 Run a short session 45 min
Facilitate a 30 minute session for three colleagues and ask for feedback on your facilitation.
Facilitator Pack
DeliverableCreate a facilitator pack for a real session: objective, agenda, instructions for each activity, materials and a follow up template.
- book Gamestorming
- book The Art of Gathering