HomeFrameworks › Creative Ideation
// category_01

Creative Ideation

These are the frameworks I reach for when I'm staring at a blank product brief or trying to push past the obvious. Creative ideation tools don't just generate more ideas — they generate different kinds of ideas, the ones that sit outside your usual thought patterns. Whether you're developing a new KDP niche, building out a Midjourney style, or trying to figure out what to make next for your Etsy shop, these 30 frameworks will pull you out of "more of the same" thinking and into genuinely novel territory. Start with SCAMPER if you want quick wins, or try Oblique Strategies when you need a creative jolt.

Oblique Strategies Brian Eno & Peter Schmidt, 1975 Random provocative cards that break creative deadlocks by forcing lateral connections between an unrelated prompt and your current problem. Six Thinking Hats Edward de Bono, 1985 Six colored hats represent six distinct thinking modes — data, emotion, caution, optimism, creativity, process — worked through one at a time so each gets full attention. SCAMPER Bob Eberle (based on Alex Osborn), 1971 A seven-operation checklist — Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate, Reverse — for generating new product ideas from anything that already exists. Mind Mapping Tony Buzan, 1974 A radial visual technique that starts with a central concept and branches outward, mirroring associative thinking and revealing connections a linear outline permanently separates. Lateral Thinking Edward de Bono, 1967 An approach that deliberately disrupts logical step-by-step reasoning to escape established thought patterns and reach ideas vertical thinking alone would never produce. Brainstorming Alex Osborn, 1953 A group ideation technique governed by four rules — defer judgment, encourage wild ideas, build on others, go for quantity — that separates generation from evaluation. Synectics William J.J. Gordon, 1961 Uses four types of analogy as deliberate problem-solving tools — making the strange familiar and the familiar strange to unlock solutions invisible to direct reasoning. TRIZ Genrich Altshuller, 1946–1969 A systematic innovation methodology built from 200,000 patents that identifies and resolves the contradictions at the heart of hard creative problems without compromise. Morphological Analysis Fritz Zwicky, 1940s Maps every key dimension of a problem into a grid and systematically examines all possible combinations — including the ones intuition would never reach on its own. Attribute Listing Robert Crawford, 1954 Decomposes a product into every individual attribute, then systematically modifies each one — generating new product ideas by changing just one thing at a time. Random Input / Random Word Edward de Bono, late 1960s Introduces a randomly selected word or object into your thinking and forces genuine connections — opening pathways that directed thinking would never follow. Provocation (Po) Edward de Bono, 1972 Makes deliberately unreasonable or impossible statements to destabilize current thinking, then extracts practical ideas from the direction they point toward. Forced Connections Various (Osborn, de Bono, Koestler) Deliberately pairs two unrelated objects or domains and challenges you to find meaningful relationships — the cognitive effort of bridging the gap produces original ideas. Brainwriting / 6-3-5 Method Bernd Rohrbach, 1969 Six participants write three ideas in five minutes and pass their sheet — building on each other's thinking to produce up to 108 ideas in 30 minutes with no social pressure blocking quieter contributors. Nominal Group Technique André Delbecq & Andrew Van de Ven, 1968 Structures idea generation as silent individual writing, round-robin sharing, group clarification, and anonymous voting — preventing dominant voices from determining outcomes. Delphi Method RAND Corporation (Helmer & Dalkey), early 1950s Gathers expert opinion through multiple rounds of anonymous questionnaires, sharing aggregated results after each round so the panel converges toward informed consensus. Storyboarding Walt Disney Studios, early 1930s Arranges sequential sketches or notes on a board to visualise a narrative or experience from beginning to end — revealing pacing gaps and logical breaks a document hides. Walt Disney Creative Strategy Robert Dilts (modeled on Disney), 1994 Separates ideation into three sequential roles — Dreamer, Realist, Critic — so each mode of thinking gets dedicated time without the other two cutting it short. Crazy 8s Google Ventures (Jake Knapp), 2016 A rapid sketching exercise where you generate eight distinct ideas in eight minutes — forcing the brain past the obvious first answers into genuinely original territory. Lotus Blossom Technique Yasuo Matsumura Places a central theme in a 3x3 grid, expands it into eight sub-themes, then expands each again — mapping 64 ideas in 20 minutes and making unexplored territory immediately visible. Reverse Brainstorming Various Inverts the problem — asking how to cause it rather than solve it — then flips each answer into a preventive action, surfacing specific fixes that positive framing misses. Starbursting Various (1980s–1990s creativity workshops) Generates questions rather than answers by mapping Who, What, Where, When, Why, and How onto a six-pointed star before committing resources to building anything. Round Robin Brainstorming Various (mid-20th century facilitation) Requires each participant to contribute one idea in strict rotation — guaranteeing equal airtime and preventing dominant voices from crowding out the most original contributors. Gallery Method Various (German creativity research, 1970s) Posts ideas on boards around a space, then has participants silently walk and annotate each other's work — combining individual focus with spatial building that prevents premature debate. Biomimicry Thinking Janine Benyus, 1997 Looks to biological organisms and natural systems as models for design challenges — asking "how would nature solve this?" and drawing on 3.8 billion years of proven R&D. Exquisite Corpse Surrealists (André Breton et al.), c.1925 A Surrealist collaborative technique where each person adds to a composition without seeing the previous contribution — breaking individual creative habits through genuine unpredictability. Creative Problem Solving (CPS) Alex Osborn & Sidney Parnes, 1950s–1970s Alternates divergent and convergent thinking across Clarify, Ideate, Develop, and Implement — with the Clarify stage's problem reframe often worth more than all the ideas that follow. Concept Fan Edward de Bono Radiates a problem in two directions — Why (higher purpose) and How (specific solutions) — revealing that the original problem is usually just one of several paths to the actual goal. Assumption Reversal Various (IDEO, design thinking tradition) Lists every embedded assumption in a product or industry norm, then deliberately reverses each one — exposing product and business model alternatives that convention has hidden. IDEO Method Cards IDEO, 2003 51 design research methods organised into Learn, Look, Ask, and Try — a tangible prompt deck that surfaces research approaches a team would never think to use without the card in hand.
Design & UX →