THE ACT OF IDEA GENERATION (The concept of laying the eggs of business success)
THE BEST TECHNIQUES FOR IDEA
GENERATION (CLEVERISM 2017)
Ideas are things that come and go and fairly
frequently too. However, the really great ideas usually spring unexpectedly in
moments of inspiration. It becomes easier to come up with great ideas when we
free ourselves from the mundane, every day, conventional thoughts that take up
the thought space in our brain.
This article gives you a 1) short note on the
three stages of successful ideation and 2) 18 killer idea generation
techniques.
SHORT
NOTE ON THE THREE STAGES OF SUCCESSFUL IDEATION
An organization needs to follow three main stages namely generation,
selection and implementation for successful ideation.
Stage #1: Generation
For a lot of companies, making use of ideation to
address a specific problem or requirement is frequently a good starting point.
The majority of companies can easily identify these kinds of needs – the main
decision is whether they contribute to an ideation approach. After
problem-solving, come two other key chances for utilizing ideation: core
competencies and consumer insights.
Core competencies, in reference to ideation, have
to do with leveraging ideation to develop upon a company’s abilities. In this
kind of ideation, the organization is looking for fresh applications or new
markets for existing services/products.
Consumer insights, with reference to ideation, have
to do with utilizing principles of conventional market research (for
example: focus groups and surveys) and implementing them in the context of a
joint idea-sharing milieu. Surveys are effective though there are a few
drawbacks: respondents would not be able to view other replies (to vote up/down
or comment) and the response rates are usually pretty low. Even focus groups
are effective though they fail to reach the heights of online ideation owing to
factors such as price constraints that hinder them from accessing a bigger
participant pool.
Stage #2: Selection
Picking the best ideas starts much before the
beginning of the ideation process. It is essential that you fix the criteria by
which the ideas are to be assessed, who would be responsible for evaluating the
ideas, and how the top ideas would be given to the concerned internal teams for
further assessment or execution. A proper selection process begins with the use
of tags or labels to arrange the ideas into meaningful clusters. An example
would be labels being arranged along product lines (such as phone, laptop,
tablet) and tags being a level lower, concentrating on attributes (easy
navigation, portable, long battery life, lightweight) and/or on features
(display, operating system, interface). Labeling and tagging should be followed
by prioritization to be certain that the most essential ideas reach the stage
of application/execution.
Stage #3: Implementation
The success of implementation is dependent on an
organization’s ability to choose the top ideas and take action based on them.
It also depends on the organization having appropriate workflows in place so
that the right groups take part at the appropriate time in the three steps of
the ideation process. The makeup of these workflows (that call out particular
roles and aspects of responsibility) is very essential for organizations if
they are to start any ideation endeavor. The people in the roles called out
should be ready to take in new ideas that don’t come from within the company
and possibly can be incentivized or otherwise acknowledged for their readiness
to implement the new approach.
18 KILLER
IDEA GENERATION TECHNIQUES
1. SCAMPER
SCAMPER is an idea
generation technique that utilizes action verbs as stimuli. It is a well-known
kind of checklist developed by Bob Eberie that assists the person in coming up
with ideas either for modifications that can be made on an existing product or
for making a new product. SCAMPER is an acronym with each letter standing for
an action verb which in turn stands for a prompt for creative ideas.
- S – Substitute
- C – Combine
- A – Adapt
- M – Modify
- P – Put to another use
- E – Eliminate
- R – Reverse
2. Brainstorming
This process involves engendering a huge number of
solutions for a specific problem (idea) with emphasis being on the number of
ideas. In the course of brainstorming, there is no assessment of ideas. So,
people can speak out their ideas freely without fear of criticism. Even
bizarre/strange ideas are accepted with open hands. In fact, the crazier the
idea, the better. Taming down is easier than thinking up.
Frequently, ideas are blended to create one good
idea as indicated by the slogan “1+1=3.” Brainstorming can be done both
individually and in groups. The typical brainstorming group comprises six to
ten people.
3. Mindmapping
Mindmapping is a graphical technique for imagining
connections between various pieces of information or ideas. Each fact or idea
is written down and then connected by curves or lines to its minor or major
(previous or following) fact or idea, thus building a web of relationships. It
was Tony Buzan, a UK researcher, who developed the technique “mind mapping”
discussed in his book ‘Use your Head’ (1972). Mind mapping is utilized in
brainstorming, project planning, problem solving and note taking. As is the
case with other mapping methods, the intention behind brain mapping too is to
capture attention and to gain and frame information to enable sharing of
concepts and ideas.
To get started with mindmapping, the participant
just has to write a key phrase or word in the middle of the page. Then, he must
write anything else that comes to his mind on the very same page. After that,
he must try to make connections as mentioned in the previous paragraph.
4. Synectics
Synectics is a creative
idea generation and problem solving technique that arouses thought processes
that the subject may not be aware of. It is a manner of approaching
problem-solving and creativity in a rational manner. The credit for coming up
with the technique which had its beginning in the Arthur D. Little Invention
Design Unit, goes to William J.J. Gordon and George M. Prince.
The Synectics study endeavored to investigate the
creative process while it is in progress. According to J.J Gordon, three key
assumptions are associated with Synectics research.
- It is possible to describe and teach the creative process
- Invention processes in sciences and the arts are analogous and triggered by the very same “psychic” processes
- Group and individual creativity are analogous
5. Storyboarding
Storyboarding has to do with developing a visual
story to explain or explore. Storyboards can help creative people represent
information they gained during research. Pictures, quotes from the user, and
other pertinent information are fixed on cork board, or any comparable surface,
to stand for a scenario and to assist with comprehending the relationships
between various ideas.
6. Role playing
In the role playing technique, each participant can
take on a personality or role different from his own. As the technique is fun,
it can help people reduce their inhibitions and come out with unexpected ideas.
7. Attribute listing
Attribute listing is an analytical approach to
recognize new forms of a system or product by identifying/recognizing areas of
improvement. To figure out how to enhance a particular product, it is broken
into parts, physical features of each component are noted, and all functions of
each component are explained and studied to see whether any change or recombination
would damage or improve the product.
8. Visualization and visual
prompts
Visualization is about thinking of challenges
visually so as to better comprehend the issue. It is a process of incubation
and illumination where the participant takes a break from the problem at hand
and concentrates on something wholly different while his mind subconsciously
continues to work on the idea. This grows into a phase of illumination where
the participant suddenly gets a diversity of solutions and he rapidly writes
them down, thereby creating fresh parallel lines of thought.
Picture prompts help a lot when it comes to
enabling one’s brain to establish connections. These prompts can help to
surface emotions, feelings and intuitions. This makes them particularly useful
for brainstorming solutions to innovative challenges involving people, and
issues with a deep psychological or emotional root cause.
To get started with using picture prompts, the
facilitator distributes a set of pre-selected images – each participant gets
one. He also asks the participants to write down whatever ideas come to their
mind when they look at the image in their possession. According to Bryan
Mattimore (presently co-founder of The Growth Engine Company), the images
should be visually interesting, portraying a multiplicity of subject matter and
must depict people in lots of varied kinds of relationships and interactions
with other people.
After this, participants pair off and use
additional time, sharing and talking about the ideas they have come up with and
brainstorming more solutions to the existing problem/challenge. Lastly, the
various pairs present their ideas to the rest of the group.
Mattimore suggests tailoring the visuals to the
character of the challenge the participants have to solve. So, if the challenge
pertains to the manufacturing industry, you could consider having images of an
industrial nature. However, you should definitely include some irrelevant or
random images as well because it may be these kinds of images that trigger the
most innovative solutions.
9. Morphological analysis
Morphological analysis has
to do with recognizing the structural aspects of a problem and studying the
relationships among them. For example: Imagine the problem is transporting an
object from one place to another by way of a powered vehicle. The significant
dimensions are: the kind of vehicle (cart, sling, bed, chair); the power source
(internal-combustion engine, pressed air, electric motor); and the medium (air,
hard surface, rails, rollers, oil, water). Thus, a cart-kind of vehicle moving
over rough services with an internal-combustion engine to power it is the
automobile. The expectation is that it would be possible to determine some
novel combinations.
10. Forced relationships
It is an easy technique involving the joining of
totally different ideas to come up with a fresh idea. Though the solution may
not be strictly unique, it frequently results in an assortment of combinations
that are often useful. A lot of products we see today are the output of forced
relationships (such as a digital watch that also has a calculator, musical
birthday cards and Swiss army knife). Most of these ideas may not be
revolutionary discoveries but they are still advantageous products and usually
have a prospective market in society. Robert Olson provided an example for
forced analogy in his book ‘The Art of Creative Thinking.’ He compares
different aspects of a corporate organization structure to the structure of a
matchbox.
11. Daydreaming
Though mostly not met with approval, daydreaming is
truly one of the most fundamental ways to trigger great ideas. The word
“daydream” itself involuntarily triggers an uninhibited and playful thought
process, incorporating the participant’s creativity and resourcefulness to play
around with the present problem. It enables a person to establish an emotional
connection with the problem, which is beneficial in terms of coming up with a
wonderful idea. The focus of productive daydreaming is a particular goal
irrespective of whether it seems to be an impractical task. Plenty of famous
inventors have engaged in daydreaming in the past, thereby setting off ideas
that contributed to life altering inventions. The airplane is the most notable
example for this. If the Wright brothers had not let their imagination run wild
thinking about flight, we would probably still be traveling by ferry.
12. Reverse thinking
As the term ‘reverse thinking’ itself suggests,
instead of adopting the logical, normal manner of looking at a challenge, you
reverse it and think about opposite ideas. For example: ‘how can I double my
fan base?’ can change into ‘how do I make sure I have no fans at all?’ You may
notice that the majority of participants would find it easier to produce ideas
for the ‘negative challenge’ simply because it is much more fun. However, don’t
spend too much time on the reverse idea-generation – about 10 to 15 wrong ideas
is fine. After one session is over, you can either continue in the reverse idea
atmosphere with a new challenge or else do the reversal once more to make it
stronger. An example for the latter is “I am never going to update any of my
social networks” changing into “I am going to always update all of my social
networks.”
13. Questioning assumptions
The majority of industries have an orthodoxy –
unspoken but deeply-held beliefs that everyone stands by for getting things
done. Sadly, they fail to realize that by questioning assumptions at every step
of service or product development, they can actually enable the birth of fresh
possibilities and ideas.
Here’s how Mattimore suggests one go about
questioning assumptions: The participants should start by settling on the
framework for the creative challenge. After this, they should produce 20 to 30
assumptions (irrespective of whether they are true or false). The next step is
to select several assumptions from the many generated, and utilize them as idea
triggers and thought starters to engender fresh ideas.
14. Accidental genius
Accidental genius is a relatively new technique
that utilizes writing to trigger the best ideas, content and insight.
15. Brainwriting
Brainwriting is easy. Instead of asking the
participants to shout out ideas, they are told to pen down their ideas
pertaining to a specific problem or question on sheets of paper, for a small
number of minutes. After that, each participant can pass their ideas over to
someone else. This someone else reads the ideas on the paper and adds some new
ones. Following another few minutes, the individual participants are again made
to pass their papers to someone else and so the process continues. After about
15 minutes, you or someone else can collect the sheets from them and post them
for instant discussion.
16. Wishing
This technique can be begun by asking for the
unattainable and then brainstorming ideas to make it or at least an
approximation of it, a reality. Start by making the wishes tangible. There
should be collaboration among the members of the team to produce 20 to 30
wishes pertaining to your business. Everyone’s imagination should be encouraged
to run wild – the more bizarre the idea, the better. There should be no
restrictions on thinking.
The next step is concentrating on a number of these
unattainable wishes and utilizing them as creative stimuli to trigger ideas
that are new but more practical. Mattimore suggests getting the team to
challenge the problem from diverse perspectives (imagine how a person from
another planet or from another industry or profession would view it) or reflect
on it. This type of role playing assists with moving away from conventional
thinking patterns to see fresh possibilities.
17. Socializing
If employees only hang around with colleagues and
friends, they could find themselves in a thinking rut. Let them utilize all
those LinkedIn connections to begin some fantastic conversations. Refreshing
perspectives will assist with bringing out new thinking and probably, one or
two lightning bolts. Socializing in the context of ideation can also be about
talking to others on topics that have nothing whatsoever to do with the present
problem.
18. Collaboration
As the term indicates, collaboration is about two
or more people joining hands in working for a common goal. Designers frequently
work in groups and engage in collaborative creation in the course of the whole
creative process.
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